The PC Gamer blog has shed some light on the changes Valve has planned for Team Fortress 2. The "large scale modification" is actually quite big -- new weapons unlocked via achievements earned in the game. The arsenal can be swapped out via a new Loadout menu, though we're not sure if that means configuration can be done mid-game, between rounds, or only from the main menu.
As previously stated, the medic will be first to receive the upgrades. The first earned weapons is the Overhealer. Unlocked by earning 35 achievements, the "gun" can permanently raise an ally's health to 200% (the current medic tool temporarily boosts health to 150%). Citing balance concerns, Valve said they may remove the invulnerability-granting Ubercharge from the Overhealer. The second unlockable weapon is also a healing ray (what? No shotgun?), but no details were given except that you have to earn all medic class achievements to unlock it.
A new game mode will be introduced with the map Goldrush, the second map due out (alongside the Badlands remake). In Goldrush, the blue team must escort a mining cart through tunnels. The cart moves faster with more blue team members nearby, but stops completely if a red player gets near. According to previous statements from Valve, the maps and medic updates are due out within the next two months.
[Image credit; thanks, Fortyseven]
Reader Comments (69)
Posted: Jan 23rd 2008 10:33AM (Unverified) said
For anybody curious, supposedly these are the leaked medic achievements.
http://www.tfportal.de/gfx/screenshots/tf2/tf2_medic_achievements.jpg
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http://www.tfportal.de/gfx/screenshots/tf2/tf2_medic_achievements.jpg
Posted: Jan 23rd 2008 10:37AM Vegeta has a ps3 said
Kick ass pic. But I'm done with TF2. CoD4 is a much better multiplayer game.
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Posted: Jan 23rd 2008 4:51PM PoisonedAl said
This comment just reaffirms to me that you're wrong about everything.
Reply
Posted: Jan 23rd 2008 10:52AM (Unverified) said
As someone who plays TF2 a lot, I'll throw in my two cents. (here's my stats: http://steamcommunity.com/id/wingspantt/stats/TF2)
First, adding new guns is not a big deal IF they must be chosen INSTEAD of current guns. Valve's intent is not to add better guns to the game, but to add alternate guns. This is fine. It makes the game more dynamic and strategic, and rewards people who are experts in their classes.
Second, there needs to be incentives for people to play the least played classes.
http://www.steampowered.com/status/tf2/tf2_stats.php
As you see here, Scouts and Engineers are played 2 to 3 times more than Medics, Spies, and Heavies. There's a good reason for that.
Medics are for many players boring to play. Their main goal is to hold down "HEAL" while dodging bullets, and occasionally hitting the right mouse button. This is important to the team but not overly exciting. A medic has no strategic considerations other than "stay alive and keep everyone else at full health". Anything that diversifies this is good.
Spies are powerful but very hard to play for new players. Additionally, since friendly fire is not an option, spy checks are a given. Spies are almost worthless in organized play, since teams can make simple rules that would make a spy instantly recognizable. Spies should be able to display non-primary weapons, for example. Or perhaps do more SPYING, so that, say, they could hear enemy chat/voicechat.
Pyros are nearly obsolete due to the staggering midrange power of soldiers and demomen. The fact that mediguns, health packs, and dispensers all instantly cure burning doesn't help. IMO only the medigun should cure burning, which would buff Pyros AND incentivize players to play Medic, to counter Pyros. Additionally, the Pyro should probably run at 107% speed like the Medic, in order to make his close range abilities uncounterable simply by "running straight away".
Heavy Weapons Guy is just too slow and simple to be fun for most players. Nobody likes taking 50% longer to cross a map, and the only strategy of his gun is "aim it at stuff" and "don't run out of ammo". If the Heavy had some kind of rage meter or adrenaline or SOMETHING, even a charged-up fist-based charging attack, this would add some dynamicism to the class.
The scout, although played a lot, probably only has high usage numbers due to "Scout Rush" early game tactics. The real problem with the scout is that a single sentry, even level 1, completely destroys a scout. Additionally, a skilled Heavy can cut a Scout down so easily that the Scout's mobility is a moot point.
In summary, TF2 is great but there is definitely room for some dynamic changes that will make certain classes more rewarding.
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First, adding new guns is not a big deal IF they must be chosen INSTEAD of current guns. Valve's intent is not to add better guns to the game, but to add alternate guns. This is fine. It makes the game more dynamic and strategic, and rewards people who are experts in their classes.
Second, there needs to be incentives for people to play the least played classes.
http://www.steampowered.com/status/tf2/tf2_stats.php
As you see here, Scouts and Engineers are played 2 to 3 times more than Medics, Spies, and Heavies. There's a good reason for that.
Medics are for many players boring to play. Their main goal is to hold down "HEAL" while dodging bullets, and occasionally hitting the right mouse button. This is important to the team but not overly exciting. A medic has no strategic considerations other than "stay alive and keep everyone else at full health". Anything that diversifies this is good.
Spies are powerful but very hard to play for new players. Additionally, since friendly fire is not an option, spy checks are a given. Spies are almost worthless in organized play, since teams can make simple rules that would make a spy instantly recognizable. Spies should be able to display non-primary weapons, for example. Or perhaps do more SPYING, so that, say, they could hear enemy chat/voicechat.
Pyros are nearly obsolete due to the staggering midrange power of soldiers and demomen. The fact that mediguns, health packs, and dispensers all instantly cure burning doesn't help. IMO only the medigun should cure burning, which would buff Pyros AND incentivize players to play Medic, to counter Pyros. Additionally, the Pyro should probably run at 107% speed like the Medic, in order to make his close range abilities uncounterable simply by "running straight away".
Heavy Weapons Guy is just too slow and simple to be fun for most players. Nobody likes taking 50% longer to cross a map, and the only strategy of his gun is "aim it at stuff" and "don't run out of ammo". If the Heavy had some kind of rage meter or adrenaline or SOMETHING, even a charged-up fist-based charging attack, this would add some dynamicism to the class.
The scout, although played a lot, probably only has high usage numbers due to "Scout Rush" early game tactics. The real problem with the scout is that a single sentry, even level 1, completely destroys a scout. Additionally, a skilled Heavy can cut a Scout down so easily that the Scout's mobility is a moot point.
In summary, TF2 is great but there is definitely room for some dynamic changes that will make certain classes more rewarding.
Posted: Jan 23rd 2008 11:27AM (Unverified) said
If my experience with other games is any indication you're going to have alot of people playing to get achievements rather than playing to help the team win with these patches.
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Posted: Jan 23rd 2008 11:40AM (Unverified) said
Good this isn't Gears or Shadow run which achievements go from Impossible to go ahead and cheat.
TF2 Achievements are more realistic and only ask you to play with every class. The only 2 achievements I need are Sentry Gunner and "With Friends like These..." I never get 8 friends at the time and the xbox live simply disconnects every time I try to add someone.
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TF2 Achievements are more realistic and only ask you to play with every class. The only 2 achievements I need are Sentry Gunner and "With Friends like These..." I never get 8 friends at the time and the xbox live simply disconnects every time I try to add someone.
Posted: Jan 23rd 2008 11:36AM (Unverified) said
Mna I hope there isn't a gun that requieres the 100% of all achievements.I really don't feel like getting Lambada locator.
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Posted: Jan 23rd 2008 1:43PM Berzerk said
They can play all medic teams, it'd be fine. I'll play a balanced team and kick their asses.
And besides, they say 35 achievements to unlock the first gun, and all MEDIC achievements to unlock the second. For all we know, they're releasing some 400+ achievements for the game.
They're really not hard to include, I'd expect they have tons lined up, but they're making sure all the guns can be added within the next 4-5 months so it doesn't take until 2010 to have all 9 classes upgraded.
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And besides, they say 35 achievements to unlock the first gun, and all MEDIC achievements to unlock the second. For all we know, they're releasing some 400+ achievements for the game.
They're really not hard to include, I'd expect they have tons lined up, but they're making sure all the guns can be added within the next 4-5 months so it doesn't take until 2010 to have all 9 classes upgraded.
Posted: Jan 23rd 2008 1:25PM GenBanks said
Oh and I should add that the escort game type sounds like Soooo much fun :D I seriously can't wait! I'm worried it's going to be a really long time though because in the PCG article on the read link, it says they'll have an in depth preview of the new stuff in the next issue of PC gamer... which means about a month minimum since the latest issue of PCG UK came out last thursday :/
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Posted: Jan 23rd 2008 1:50PM Berzerk said
I'm kinda expecting something that you'll select an alternate weapon 1 or 2 if you want.
A potential example:
Demoman has the grenades and stickies. Alternate for the grenades could be a cluster-bomb type thing and the stickies could be a proximity bomb (where you can only have 3 or 4 down at a time).
I don't expect that once all weapons are out that the game's balance will be changed too much. People will just be more likely to specialize with what they do.
I play Heavy, Demo, and Soldier most often. I'm not gonna start being a medic, just because there are new weapons, I don't want to be a medic.
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A potential example:
Demoman has the grenades and stickies. Alternate for the grenades could be a cluster-bomb type thing and the stickies could be a proximity bomb (where you can only have 3 or 4 down at a time).
I don't expect that once all weapons are out that the game's balance will be changed too much. People will just be more likely to specialize with what they do.
I play Heavy, Demo, and Soldier most often. I'm not gonna start being a medic, just because there are new weapons, I don't want to be a medic.
Posted: Apr 9th 2008 7:54PM (Unverified) said
more specifically that was drawn originally for a thread on the Something Awful forums about drawing Kirby's. :) It made it for that week's Comedy Goldmine:
http://www.somethingawful.com/d/comedy-goldmine/kirby-eating-drawing.php
Reply
http://www.somethingawful.com/d/comedy-goldmine/kirby-eating-drawing.php
Posted: Jan 23rd 2008 6:11PM MrHashbrown said
Just stop freaking out and wait. Valve isn't stupid, and they'd know if the balance goes haywire in one of their games, so just relax and snipe those damned medics!
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Posted: Jan 23rd 2008 11:42PM Wuggy425 said
Way to go Valve.
People have stopped playing your game because there's no emphasis on skill and unless you're able to play with half a dozen friends, there isn't much you can do to contribute to a victory. Playing a multiplayer game and not being able to change the outcome is pretty dull, and why most people have moved on in just a couple months after release.
The game didn't need unlockables, it needed actual depth. Adding a few new guns and abilities won't change the fact that combat is full of spam, luck (crits), and forces good players to do as well as bad players due to the limited emphasis on skill.
These changes will do nothing to slow the hemmoraging of players from TF2.
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People have stopped playing your game because there's no emphasis on skill and unless you're able to play with half a dozen friends, there isn't much you can do to contribute to a victory. Playing a multiplayer game and not being able to change the outcome is pretty dull, and why most people have moved on in just a couple months after release.
The game didn't need unlockables, it needed actual depth. Adding a few new guns and abilities won't change the fact that combat is full of spam, luck (crits), and forces good players to do as well as bad players due to the limited emphasis on skill.
These changes will do nothing to slow the hemmoraging of players from TF2.
Posted: Jan 24th 2008 10:23AM Emophia said
You're a dumbass, and you're talking about the crappy console version of TF2.
The PC version has thousands of thounsnds players on at almost any given time, and it has tons of depth.
You must just suck, there's been hundereds of times where the outcomes of the game have been totally altered, even by one class.
And the game has plenty of depth, noone can deny that.
And the game is all skill, luck plays a very little part, and only the losers rely on criticals.
Anyone with no skill will suck at teh game.
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The PC version has thousands of thounsnds players on at almost any given time, and it has tons of depth.
You must just suck, there's been hundereds of times where the outcomes of the game have been totally altered, even by one class.
And the game has plenty of depth, noone can deny that.
And the game is all skill, luck plays a very little part, and only the losers rely on criticals.
Anyone with no skill will suck at teh game.
Posted: Jan 25th 2008 2:51AM Gaddes said
basing the new upgrades on achievments worries me... how hard will it be to unlock? I can imagine getting pretty mad being on BLU when most of the RED team has enhancements. Hell, I still can't seem to get that "get 7 friends to play with you at one time" achievement yet. :(
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Posted: Jan 28th 2008 10:21PM ZGiSH said
please understand this that the new unlockables ARE NOT FRIKKEN ENHANCEMENTS OF OTHER WEAPONS. THEY ARE ALTERNATE WEAPONS...THEY ARENT SUPER BUFFED VERSIONS OF THE MEDI GUN OR ANYTHING..THE OVERHEALER CAN HEAL TO 200% COOL RIGHT?! WELL THEN THE HEAVY IS SCREWED WHEN HE WANTS AN UBERCHARGE AND DOESNT GET IT.
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Posted: Mar 31st 2008 5:34AM (Unverified) said
One thing (I'm not sure if anyone else mentioned it), when the update comes out, everyone of us who have had past notice will know exactly what to do (including all of us). What happens to the newbies who havn't a clue? Will the people with new weapons have a greater advantage over newbs? Mabye they'll make a "No new-weapons mod" for new players on some servers?
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Posted: Jan 23rd 2008 10:03AM (Unverified) said
As if to imply that there ever WAS balance? Seriously. Every server I go into is either all medic/hw or spy/engy. Boring. Needs to be balanced out so there are incentives to play other classes, or there are more drawbacks to the popular/powerful classes.
They also need to make it to where if the player has been overhealed to %200, if the medic tries to turn around and uber charge them their health will slowly return back to it's normal maximum. An ubered 200% health HW coming in your base? Talk about some extreme imbalance in the wrong direction...
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They also need to make it to where if the player has been overhealed to %200, if the medic tries to turn around and uber charge them their health will slowly return back to it's normal maximum. An ubered 200% health HW coming in your base? Talk about some extreme imbalance in the wrong direction...
Posted: Jan 23rd 2008 10:17AM billy5000 said
Organic, TF2 isn't perfect but ALL the classes get played, I think you're vastly over-exaggerating.
- Soldier - there's constantly rockets flying around everywhere. This is the most played class if you ask me.
- Pyro - this is also a very highly played class. I get burned to death constantly, I hate playing against a team that has a bunch of these, and that's not too uncommon. I think his main weapon is too powerful.
- Sniper - I get sniped constantly on some maps. There are definitely people who play this class. One of the least popular ones but it still gets plenty of play on some maps. (Man, what I wouldn't give a for an FPS without a sniper class - that would be so fun - I hate sniping).
- Demo man - this is one of my favs, and I know it's played a lot cuz I'm always getting blown to pieces by sticky bombs left on teh walls.
- Scout - yeah not played much but that's cuz it sucks ass other than for trying to actually be the flag capturer.
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- Soldier - there's constantly rockets flying around everywhere. This is the most played class if you ask me.
- Pyro - this is also a very highly played class. I get burned to death constantly, I hate playing against a team that has a bunch of these, and that's not too uncommon. I think his main weapon is too powerful.
- Sniper - I get sniped constantly on some maps. There are definitely people who play this class. One of the least popular ones but it still gets plenty of play on some maps. (Man, what I wouldn't give a for an FPS without a sniper class - that would be so fun - I hate sniping).
- Demo man - this is one of my favs, and I know it's played a lot cuz I'm always getting blown to pieces by sticky bombs left on teh walls.
- Scout - yeah not played much but that's cuz it sucks ass other than for trying to actually be the flag capturer.
Posted: Jan 23rd 2008 10:29AM (Unverified) said
"an ubered 200% Heavy"
1. Uber targets are invincible, so an ubered 1 HP heavy is as dangerous as a 600 HP one.
2. The medic can already overheal a Heavy to 150%.
3. This would require 2 medics since the overheal and ubercharge guns will be separate.
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1. Uber targets are invincible, so an ubered 1 HP heavy is as dangerous as a 600 HP one.
2. The medic can already overheal a Heavy to 150%.
3. This would require 2 medics since the overheal and ubercharge guns will be separate.
Posted: Jan 23rd 2008 10:35AM Durinthal said
Here, check out some stats:
http://steampowered.com/status/tf2/tf2_stats.php
Say what you want, but the game is quite balanced at the moment.
Reply
http://steampowered.com/status/tf2/tf2_stats.php
Say what you want, but the game is quite balanced at the moment.
Posted: Jan 23rd 2008 10:40AM cobyrne said
Organic, I think most of the unbalancing you're talking about is due to player choosing classes poorly. There's plenty of incentive to play all the classes. I find them all to be fun in their own way.
As Billy points out, the situation you describe with the heavy, would require three players to acheive, which balances out by tying up those players.
Billy, if you check the TF2 stats on steam, you'll see Scout is actually the most played class. I know... I was surprised too.
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As Billy points out, the situation you describe with the heavy, would require three players to acheive, which balances out by tying up those players.
Billy, if you check the TF2 stats on steam, you'll see Scout is actually the most played class. I know... I was surprised too.
Posted: Jan 23rd 2008 10:40AM (Unverified) said
I just bought the orange box, but i haven't gotten around to TF2 yet... i hope they don't wreck it before I try it...
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Posted: Jan 23rd 2008 11:52AM (Unverified) said
Obviously you guys don't play enough TFC/TF2 to really understand what im saying.
If he get's healthed up to 200% AND IS THEN RENDERED INVINCIBLE(ie: uber) once his uber wears off, you still have a crapload of HP to deplete on him before he dies. So if he is going to get the privilege of being invulnerable, then he shouldn't get the privilege of having 200% HP either.
Now, as far as balance is concerned, im sorry, but if the point of TF2 is to amass a large group of medics around two HW and run into eachother's base, then why even have any other classes? Countless times, NO EXAGGERATION, I go into servers for BOTH teams to be 100% medics and heavies due to nobody ever putting class restrictions on their servers.
As far as when other classes are actually played, it's 90% of the time newbs that haven't been playing long enough to realize that they're going to get constantly owned by anyone doing the medic+hw deal. Once they've been playing a while and figure it out they just whore those two classes like everyone else.
I just think, in my PERSONAL opinion, that the game was never balanced, and that any class-based game that features two classes that everyone and their mom constantly wants to play over all others, has a serious problem on their hands they need to address. Sure, no game is ever perfectly balanced, but at least in TFC the class favoring was a little more evenly spread.
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If he get's healthed up to 200% AND IS THEN RENDERED INVINCIBLE(ie: uber) once his uber wears off, you still have a crapload of HP to deplete on him before he dies. So if he is going to get the privilege of being invulnerable, then he shouldn't get the privilege of having 200% HP either.
Now, as far as balance is concerned, im sorry, but if the point of TF2 is to amass a large group of medics around two HW and run into eachother's base, then why even have any other classes? Countless times, NO EXAGGERATION, I go into servers for BOTH teams to be 100% medics and heavies due to nobody ever putting class restrictions on their servers.
As far as when other classes are actually played, it's 90% of the time newbs that haven't been playing long enough to realize that they're going to get constantly owned by anyone doing the medic+hw deal. Once they've been playing a while and figure it out they just whore those two classes like everyone else.
I just think, in my PERSONAL opinion, that the game was never balanced, and that any class-based game that features two classes that everyone and their mom constantly wants to play over all others, has a serious problem on their hands they need to address. Sure, no game is ever perfectly balanced, but at least in TFC the class favoring was a little more evenly spread.
Posted: Jan 23rd 2008 2:45PM (Unverified) said
Organic, seriously, shut up. I've played tons of TF2, and the Heavy/Medic combo isn't nearly as powerful as you claim. First off, it takes a long time to charge an uber, and it only lasts about 10 seconds. Second, a heavy moves so slow when firing, you can just hide while he's ubered. Third, the heavy may have 300, 450, or even 600 health, but he's completely screwed if you kill his medic. Also, scout is not weak. It's by far my most played class, and his speed and rate of fire on the shotgun make up for his low health.
Either you don't play TF2 enough, or you play it on 360 (everyone may be complete shit on the 360 version for all I know, I have it for PC).
Oh, and I think pyros do run a bit faster...
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Either you don't play TF2 enough, or you play it on 360 (everyone may be complete shit on the 360 version for all I know, I have it for PC).
Oh, and I think pyros do run a bit faster...
Posted: Jan 23rd 2008 9:27AM (Unverified) said
I am nervous and excited at the same time. I really hope they don't end up just making better versions of current weapons when you unlock achievements. If they're going to add weapons they should all stand on their own with unique advantages and disadvantages. Potential balance issues aside, I have been pining for more weapons to play with. Give the pyro and demoman some new weapons next and we'll be in business.
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Posted: Jan 23rd 2008 10:31AM (Unverified) said
I share your feelings. The game is incredibly well balanced right now with the class dynamics, so adding additional weapons could potentially break this up. But I also trust VALVe that they'll make the right decision for the game. Giving additional incentives to pursuing achievements is an exciting idea, however.
We'll have to see how it turns out. Honestly, I'm more worried that they'll screw up badlands than introduce an imbalanced game mechanic with alternate weapons. If they end up remaking this map into a linear CP style like they did with Well I'll be so disappointed.
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We'll have to see how it turns out. Honestly, I'm more worried that they'll screw up badlands than introduce an imbalanced game mechanic with alternate weapons. If they end up remaking this map into a linear CP style like they did with Well I'll be so disappointed.
Posted: Jan 23rd 2008 10:31AM (Unverified) said
The Demoman is an insanely powerful class. His weakness is very short and very long range. He OWNS mid range. That's his niche.
If anything they will give him the dynamite detpack seen in the trailers, which will operate on a fuse or something.
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If anything they will give him the dynamite detpack seen in the trailers, which will operate on a fuse or something.
Posted: Jan 23rd 2008 9:32AM (Unverified) said
Tell me this will be free on XBL, i'm not going to pay for something that i'll probably never use... (i suck at TF2, well, i don't suck, i just have friends that pwn)
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Posted: Jan 23rd 2008 9:34AM teamsammalone said
I stopped playing after COD4 even though I enjoy TF2 more. The leveling in COD4 just hooked me. I am so glad that I can go back to TF2 now with something new to accomplish.
These are new achievements for the medic class right? I hope they take more effort than the existing medic achievement that only take a few rounds to get.
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These are new achievements for the medic class right? I hope they take more effort than the existing medic achievement that only take a few rounds to get.
Posted: Jan 23rd 2008 10:19AM billy5000 said
I agree, TF2 is an awesome amazing game, but COD4 really got me addicted trying to level up and earn new weapons and add-ons. I haven't touched TF2 in almost a month, geez has it really been that long? I think it was right before Xmas the last time I played. :P
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Posted: Jan 23rd 2008 9:39AM teamsammalone said
nah, he goes off-topic to whine about DRM and Undertow.
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Posted: Jan 23rd 2008 10:44AM (Unverified) said
You're right. VALVe is one of my most trusted game developers, and they rank right up there with Blizzard. They know what they're doing.
The more I think about this change the more excited I get about it. Now people who specialize in one or more classes with have even more flexibility with their usage. This could be really wild :)
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The more I think about this change the more excited I get about it. Now people who specialize in one or more classes with have even more flexibility with their usage. This could be really wild :)
Posted: Jan 23rd 2008 9:37AM (Unverified) said
Oh great, WHAT THE $*&%^!!! I don't want to have to play for tens of hundreds of hours to get these "new" weapons, it's the reason I stopped playing all the other online shooters. I DO NOT WANT TO DIG FOR GOLD OR FIGHT FOR HOURS FOR NEW WEAPONS. I want to play OUT OF THE BOX when I need a fun fix. PLEASE DON'T DO IT it will fail just like the rest.
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Posted: Jan 23rd 2008 9:45AM (Unverified) said
O.o
Umm...
Ok...
Calm down?
It adds depth to the game, and it ensures that the people who have the good guns can handle them. If you give a total newb an RPG, he's going to pick it every time, while the asshole with a sniper rifle is still going to pick him off.
I really think you're overreacting... i mean yeah, it's a pain in the ass to have to fight and play for a long time to get something that isn't much of a reward, it can be done... Battlefront II wasn't that bad :-P
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Umm...
Ok...
Calm down?
It adds depth to the game, and it ensures that the people who have the good guns can handle them. If you give a total newb an RPG, he's going to pick it every time, while the asshole with a sniper rifle is still going to pick him off.
I really think you're overreacting... i mean yeah, it's a pain in the ass to have to fight and play for a long time to get something that isn't much of a reward, it can be done... Battlefront II wasn't that bad :-P
Posted: Jan 23rd 2008 9:46AM LaughingTarget said
I doubt it would come to that. I don't play online games much but I got almost all the achievements the week it came out. They aren't ridiculous requirements like killing 10,000 opponents (there is one like that, but not class specific). Getting the medic achievement is easy as is the Pyro one.
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