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Hello, I'm currently hoarding one piece releases in the hope of, some day, make a consistent and complete release myself. For now I have: [df68] 1 to 351 + movies 1 to 11 [sofcj] 1080p BDrips 579 to 743 (which I believe are the only BDrips available(???) ) So are there some other good releases around that I should grab? (I only care about video quality, so sub, dub or raw are all fine)
As a former Wresling fan I have a soft spot for the Wrestling games, they can be a lot of fun with friends. This years Wresling game seems to set itself apart from the rest. I haven't really bought one since WWE 2K13. This will be the first WWE Game on the Next Gen consoles and from seeing there first and only ingame screenshot at this time I am blown away with how the game models look. Instead of looking like a cheap imitaion of the Wrestler they look real as hell. Take a look for yourself. This has been confirmed as in-game screenshot (not a cut scene but in match screenshot) taken with a developer camera tool. For those wanting more here is a Q&A That Jared Community manager fir WWE Games has hosted: Jared 2K, Community Manager for WWE Games, responded to a few questions from the fans on the official 2K forums. Here are his answers: About John Cena Screenshot: Yes, that is an actual, in-game screenshot using developer screenshot tools (just like all the 2K14 screenshots you see us post on Twitter/FB). It was taken during gameplay, so it's not during an entrance or cut-scene or anything like that. The lighting, the depth-of-field, the light reflecting off the ropes.. it's 100% legit in-game. The really cool thing? It gets better. While this screenshot is impressive, it also doesn't get into the insane details of the character models. The advantage of both facial and body scans really comes through when you start noticing details about these people that you ordinarily take for granted, from bone structure to pigment variation to moles.. It's super nuts and it'll be a lot of fun to dissect each coming screenshot for these types of details. To that end, one detail that stands out to me here is John's veins. They're always very clear during a match, especially that squiggly one that goes down his right arm. You can see those here and rendered accurately, where in the past its always just been little highlights here and there. It's crazy. Q: Awesome points here Jared. I'm actually curious as to how the crowd looks? Much better, actually! If you've seen the crowds in NBA 2K14 then you'll have some idea of what to expect. The movement is more organic with everyone moving at different timings. If models are repeated they're at least wearing something totally different. Variations in genders and sizes. MORE SIGNS! It's not mega mindblowing, but man is it ever a step up. Q: Can you tell us if there are plans of releasing a last gen (X360/PS3) screenshot or anything like that?Of course, but I believe that may not come until after IGN First. For those sticking with Xbox 360 and PS3, we'll definitely have some unique reasons for you to pick up this year's game. Q: I'm just wondering by seeing this awesome screenshot, does this mean that the superstars entrances are more realistic by any chance and is there anything improved to them? Entrances are definitely improved and are more accurate. Some of this comes from the superior visuals and lighting, and others simply from improved camera work. There are some new details under the hood in regards to how the camera can be manipulated by the developers. For example, during John Cena's entrance, when it sweeps over the crowd during the opening chords of his theme, it feels a bit more authentic. You get a sense that it's actually being operated by a crane and not just "its a video game so it moves how it wants." It's subtle but it helps it feel more true to life. And since we've more or less revealed Randy Orton with his butt, here's another example. You know how during his entrance, there's that huge strobe light that turns on and fills the arena with each guitar riff? That looks utterly spectacular in WWE 2K15. With the new lighting engine Randy gains a natural back-light. It reflects off the ramp and the barricades, his shoulders and highlights his silhouette. It looks and feels just like it does in real life in a way that's very natural and, well.. not video-gamey. Needless to say, it is very, very cool. Q: Did the guys at 2K scan the superstars for their entrances or is it similar to how entrances were made in the past? I would say similar to in the past. We're lucky to have some of the Superstars MoCap their entrances (I was there for Cesaro, actually!), but others are performed by actors. The 2K motion capture facility itself is fantastic. As the actors are performing they get visual and audio queues. They have instant access to both video of the actual Superstars as well as their own performance. Everyone on the roster got new entrances so you'll see improvements there for sure. Q: Could you possibly tell us anything about the Divas in the game?? Any hint or something about their look in the current-gen or if finally Diva fans are gonna be happy with the ammount of them in the game?? They look a lot better (obviously), but especially so on Xbox 360 and PS3. They definitely got the attention they deserve and you'll see some very dramatic differences between 2K14 and 2K15 with the Divas. You'll be hearing about the Divas come Summerslam along with the rest of the roster. Q: It seems odd to me that there are only 2 rivalries unless they incorporate a lot of different superstars or something. That doesn't seem like much so maybe feuds that include a lot of people like Sting and nWo make more sense. There's a lot of content within the two rivalries that'll be available in WWE 2K15. Not only do they contain a lot of matches, but additional, high-quality video content as well. There's a few other little tricks that you'll learn about soon. The best way to think about it is the 2K Showcase is similar to the single-player content you've seen in previous years, only much higher quality. UPDATE: 21/8/14 WWE 2K15 Confirmed Roster: (not full roster) AJ Lee Alberto Del Rio Bad News Barrett Batista Big E Big Show Booker T Bray Wyatt Brie Bella Brock Lesnar Cameron Cesaro Chris Jericho CM Punk Cody Rhodes Curtis Axel Damien Sandow Daniel Bryan Darren Young Dean Ambrose Dolph Ziggler Erick Rowan Fandango Goldust Hollywood Hulk Hogan Hulk Hogan Jack Swagger Jey Uso Jimmy Uso John Cena Justin Gabriel Kane Kevin Nash Kofi Kingston Luke Harper Mark Henry Naomi Natalya Nikki Bella Randy Orton Rey Mysterio Ric Flair Rob Van Dam Roman Reigns R-Truth Ryback Santino Marella Seth Rollins Shawn Michaels Sheamus Sting Sting (Surfer) “Stone Cold” Steve Austin Summer Rae Tamina The Miz The Rock The Undertaker Titus O’Neil Triple H Tyson Kidd Xavier Woods Let loose guys and let me know what you think. I would have to say I am keen mostly due to the high def quality of the models.
J-Lord posted a topic in Gaming RealmDescription: Killer Instinct is a fighting game in the Killer Instinct series, developed by Double Helix Games, Iron Galaxy Studios and Rare under supervision. The game was announced during Microsoft's E3 2013 press event, and was released exclusively as a Launch Game for the Xbox One on November 22, 2013. Latest Killer Instinct News: 15/10/14: Season 2 Launch Trailer (NEW FIGHTERS TEASED) >https://www.youtube.com/watch?v=chHrUttxv64 18/9/14: Maya Reveal Trailer Maya Reveal Trailer (Plus new original character joining the fight): >https://www.youtube.com/watch?v=79sA_40sEYA New Trailer showing off the second character to be announced for season 2 (Not including cinder which is only teased at this time.) Plus like every other KI character show off trailer a little something extra at the end. Enjoy. Update: KI Pre-Season 2 Update list coming end of September! UPDATE: We all know that Killer Instinct is going to go through a change with the new developers Iron Galaxy at the helm and it seems we will see the first of that change near the end of next month with a update that will prep the game for Season 2. The game mechanics will be changed slightly to accommodate the near Air combat system some superstars will have. Also all the existing superstars are having little thinks tweaked or fully re-worked and new things added. Full List below if you want to have a read, if your a KI Fan like me then you will want to stay up to date with the latest on the game so people online don't get the upper hand. Killer Instinct Season 2 pre-season system & character updates Great news! At PAX we're giving everyone a sneak-peek at the S2 early access build! As part of the pre-season access for season 2 coming next month, we have a bunch of overall system and individual character updates for the season 1 cast. The changes below are derived from features we didn’t get to add in S1, ones motivated by data analysis, community feedback, and focus testing throughout the year, and finally aspects where we see opportunity to improve KI’s fundamental gameplay and keep it uniquely about two-way interaction at all times. NOTE: Any or all of these changes are subject to change between now and when the update goes live on September 23rd. Even after release, we will continue to evaluate the changes as we add more content and characters to ensure everyone stays competitive, unique, and fun to play. System Changes Summary Video by Maximilian - System: Non-combo hits (pokes) and the 1st hit of combos now deal additional damage.Shadow Meter gain rates have decreased 20% overall.Shadow Enders now scale damage based on current Ender Level. Potential (white) damage decays slower than before.New system extension: Air breakers & Air counter breakersThe breaker system has been expanded to cover Air to Air and Air to Ground interactions.Additionally, all Counter Breaker attempts now will leave you vulnerable to punishment if you fail no matter what the situation or character.After the 3rd non-chained move, combos that are not part of the Linker/Double ruleset are now breakable via Manual rules. This includes juggled manuals and non-projectile special moves.Combo Breakers no longer cause a Hard Knockdown.Juggled Shadow Enders are now subject to Opener-Ender breaker rules, but can cash out a juggled opponent.Projectiles no longer darken the screen.Removed the ability to Instinct Cancel during an Ender.Removed the ability to perform Ultra Enders from the air.Fixed a bug preventing the 4 frame Manual Breaker window from actually working. As a result, you now have 4 additional frames to break Manuals.New linker rules: The rules for performing Manuals after Linkers are now consistent across the cast. Doing a Light Linker gives you access to a difficult Light Manual.Doing a Medium Linker gives you access to a difficult Medium Manual or slightly less difficult Light Manual.Doing a Heavy Linker gives you access to a difficult Heavy Manual, less difficult Medium Manual, and even less difficult Light Manual.Exceptions still exist but for the most part you can count on these rules for all characters. Jago: Shadow Wind Kick travels 60% as far as before.Heavy Wind Kick does not push back as far and is more negative on block.Can no longer Counter Break from Opener - > Ender situations.Updated Instinct: Jago no longer heals automatically during instinct.Jago now throws Double Endokukens during instinct.During instinct, all Endokukens (Double, Enders, and Shadow) that hit the opponent heal Jago.Jago maintains his frame advantages during instinct.Sabrewulf: The final hit of Shadow Leaping Slash now recaptures an airborne opponent into a ground combo.While the forward Dash is the same duration as before, Sabrewulf gets behind his opponent quicker now so that properly timed punish attempts are less likely to come out facing the wrong way.One additional frame has been added after the Super Flash before Shadow Eclipse hits.Backdash distance reduced.Crouching Light Punch pushes the opponent back further.Fixed a bug that let Sabrewulf cancel Crouching Medium Punch into his Heavy Chain during Hitstop, which also prevented Manual Breakers from firing correctly.Updated Instinct: In addition to its previous properties, while in Instinct Sabre now gains the ability to perform a Feral Cancel (HP+HK) which can cancel any grounded move back to neutral. This has a short cooldown on it but can be performed as much as you want during Instinct.Glacius: Medium and Light Hail now bounce along the ground instead of breaking when hitting the floor.Shadow Cold Shoulder is slightly less negative on block.Shadow Cold Shoulder will now combo from Ice Lance at maximum distance.Shadow Puddle Punch is no longer throwable until after the first active frame.Startup time on all jumping Kick attacks has increased slightly.Shatter has a few additional frames of recovery.Fixed a bug that let you cancel out of a Shadow Cold Shoulder early.Fixed a bug that let Glacius perform an attack facing the wrong way after going under his opponent with a Cold Shoulder.New Command Move: Liquidize Press all three kicks (hold). Glacius melts into a puddle.Can move left or right a bit while in liquid state.This is a dodge move. It is immune to projectiles on the way down, but vulnerable to everything else.Thunder: Light Sammamish has bit more vertical travel.Skyfall is now considered a special move instead of a command normal.Every character’s reaction to Back Throw is now identical in duration so that Thunder can manual properly.The low crush effect of Ankle Slicer is more reliable now, and it is less negative on block.Medium Sammamish now hits 2 frames earlier, in the same number of frames as Light Sammamish.When performing a manual after back throw, Thunder automatically moves in a bit to ensure that the intended combo works against all characters.Fixed all instances that caused Thunder to miss with Shadow Call of Earth following a Back Throw.Opponents who are locked out can no longer tech out of Thunder’s Back Throw.New command move: Call of Sky Press all three punch buttonsThunder calls a bolt of lightning from the sky that strikes at his opponent’s current location.This move has very long startup and recovery, but hits quickly.Sadira: During instinct, using a jump cancel and then canceling into a normal or special during pre-jump frames used to ignore the combo system and skip doubles and linkers in favor of manuals or openers. It now obeys the normal ground combo rules.It is no longer possible to avoid the special landing recovery from Web Cling by throwing a Widow’s Bite.Removed the ability to place a Web Trap from Counter Breaker stance.Web Trap’s hold is slightly shorter.The cross-up hitbox on Jumping Heavy Kick has been reduced slightly.New target combo: Ground MP->HK or Close MP->HK, chains into launcher.New Reversal: Shadow Web Cling QCB+2PThis is useable only on the ground, but when used, Sadira is invulnerable until she hits the wall.Orchid: Shadow Ich Ni San now sends out a shockwave of energy columns. Charge the move up by holding the buttons to fire additional towers of energy that travel further. The final charge level is not unblockable.Danger Zone (Air Throw) causes a recapture when used outside of a combo.Flick Flack’s low crush effect now lasts until the first active frame.Standing Medium Punch and Standing Heavy Punch become active slightly faster and their hitboxes are a bit larger.Shadow Cat (Knee Slide) has a larger hit area and slightly smaller vulnerable area.Crouching Medium Punch animation has changed slightly and now hits low.New Command Move: Grenade Toss Back+HP throws the grenade. Hold HP longer to set a longer timer and throw it further.The grenade does not explode on contact with the opponent, and is governed only by its timer.Colliding with an opponent’s projectile will detonate it immediately.Spinal: Color and skull logic: Spinal’s attacks have been color-coded to more clearly show what does what: Green attacks give you skulls, Blue attacks curse the opponent’s Shadow Meter, and Yellow attacks curse the opponent’s Instinct Meter. Any time Spinal hits with a ghostly attack (green) he gains one skull.Searing Skull (with skull stock) projectiles are now colored Blue.Shadow Searing Skull’s projectile is now colored Yellow.All of spinal's green attacks now reward one skull. That includes: Hitting with Crouching HPHitting with any Spectral ManualSearing Skull (no skull stock)Spinal’s throwOther changes: Crouching Medium Kick no longer sweeps and is now cancelable.Shadow Bone Shaker is now projectile immune.Throw Range increased slightly.Shadow Searing Skull applies its curse on the 1st hit instead of the 5th.Divekick causes a Ground Bounce when hitting an airborne opponent.New skull use option: Spinal can now cancel all normal attacks (except c.HP and c.HK) into his run at the cost of 1 Skull.Fulgore: Fulgore’s meter mechanics have been completely reworked to reward aggressive play with faster meter gain. As a result, he can no longer manually charge his meter and the charge command has been removed. New reactor system: Fulgore now gains reactor pips at a pace based on how fast his reactor spinner is turning. The reactor always spins, so Fulgore is always gaining pips at a minimum rate at least.A new energy bar has been added above the pip display to show you exactly when your next pip will appear based on the current spin rate.Any of Fulgore’s physical attacks that make contact (hit or blocked) increase spin speed.Auto Triples give a huge spin speed bonus.Using energy systems (Energy Bolt, Plasmaport, or Eye Beam) reduces spin speed. Getting knocked down reduces spin speed.If Fulgore does nothing, spin speed will decay over time, eventually returning to its minimum speed.Activating Instinct Mode makes the reactor spin at maximum speed for the duration regardless of what Fulgore does or doesn’t do, or what happens to him.Fulgore gains the walk forward speed buff after green pips are full, the walk back buff after yellow pips are full, and his dash buff at full pips.Energy bolt: Energy Bolt has been reworked. Light, Medium, and Heavy inputs now all fire a single projectile, speed determined by the button used.Tapping LP, MP, or HP while firing will spend 1 pip to fire an additional projectile at that button’s speed.This can be done twice for a total of three projectiles traveling at various speeds on the screen.You can still spend an additional pip during any of these to cancel into another special move.Other changes: Devastation (hype) Beam does considerably less damage, but is now available outside of Instinct Mode when Fulgore has full pips.Plasmaport motion has been moved to QCB+K.Auto Triples are now performed by pressing the button again instead of holding it down.Medium Cyber Uppercut now hits twice, and Heavy hits three times.All versions of Cyber Uppercut can be Shadow Cancelled into Air Shadow Eye Beam.Air Shadow Eye Beam no longer hits low and damage has been reduced, but the hitboxes are taller and it now juggles.Axis Smash (F+HP) is slightly less positive on hit and block.We'll see all of you on September 23rd in early access or at PAX this weekend. Thanks for continuing with us on the journey as we evolve and grow Killer Instinct. 28/4/14: New KI Developer Iron Galaxy Iron Galaxy Studio have recently taken over production of KI since Double Helix where bought by Amazon, but the studio had been involved with the project before. Founder and CEO Dave Lang told USGamer both Iron Galaxy and Double Helix made “the final cut” from among multiple respondents when Microsoft put out a call for developers. Unfortunately, the team was shorthanded due to its focus on Wreckateer, a Kinect title also funded by Microsoft, and couldn’t take the job. “While it was disappointing at the time, if you take a look at where we were at that point versus the final game Double Helix was able to make, I firmly believe we would not have made as good of a game as Double Helix did – in terms of available resources, we simply weren’t there at that time,” Lang said. Lang said he approached Double Helix to ask permission before taking over the project, because it’s “sort of like dating someone’s ex-girlfriend” or boyfriend. The free-to-play Xbox One reboot of Killer Instinct was put together by Strider developer Double Helix Games, but Amazon snapped the studio up as part of its new interest in gaming. I have played this game since it was first released (When the Xbox One debuted). I find this to be a really good fighting game though I may just find this a great game due to the limited titles currently on the next gen consoles. Killer Instinct one Xbox One started off with one playable character and then you have to pay to get the rest. In reality it is a free game if you have xbox live, you start to buy it when you want more characters to play with. Being a fan of the KI series as I had KI on Nintendo 64 I bought the Season 1 big pack which give me all Season 1 characters, The first Killer Instinct and other special features. Season 1 included: Jago, Orchid, Thunder, Saber Wulf, Glacius, Sadira, Spinal and Fulgore as playable characters. It also included Retro costumes for all characters but Sadira (at this current time) Season 2 has been confirmed to be in the works by a new company as Double helix was bought out by Amazon. Iron Galaxy is the new developer in the KI series as confirmed by Microsoft Studios and they have hinted at returning characters such as Cinder, TJ Combo, Riptor and a few others. At the start only recently has Killer Instinct let you play it's new Arcade mode which can be said to be the games story mode. You take any character to fight 5 random characters where at the end you face your characters rival and then the strongest character in the game (Fulgore). Though if you meet certain requirements after your rival fight you can VS a hidden Boss, though the requirement can be a little difficult if you find KI a hard game to play not to mention the Hidden Boss is Impossible to beat, unless your extremely skilled or have a great tactic to fall onto. I love playing KI and look forward to Season 2. Have any of your on Kametsu played KI and what are your thoughts?
I have seen a lot of threads about Destiny, but none really discussing the game itself in it's final release state. I am a fan of Destiny, Sure it is not a 10/10 game but is still a lot of fun with friends. I have played it everyday since its release. The gameplay is great and the soundtrack is beautiful, sadly the same cannot be said about the storyline. A good game must have a great storyline, one that makes you want to discuss the next day with your mates. Does Destiny do that??? In my opinion....no. Destinys storyline is one that can go to great places and at times leaves you wanting more. It is too bad that those times are few in number and you are constantly asking yourself what am I doing now? You get caught up with everything else that is happening in the Destiny world that the main story takes a back seat while you interact with the Destiny world. There is a lot to do in that world so the story can easily be forgotten before you pick it up again and wonder what where you up to or why are we going to this planet again? Playability is high with Destiny, considering you do the same missions over and over again in the hopes to get great rewards that will send you up the ranks in the Online world and for me I don't mind doing the same levels over and over again seeing as you can change the difficulty to suit your character. So what are your thought? let me know what you think of Destiny?