Monthly Archives: September 2014

FIFA 15 Guide – to get grips with new features

FIFA 15 has made changes to goalkeepers, player models, ball control and loads more. Here are some quick tips to help you adjust to what’s new in this year’s

entry.

Tiki Taka returns
Thanks to the changes made to ball physics, control, player movement and body models in FIFA 15, tiki taka is back. It’s once again possible to make a series

of one-touch passes between a cluster of players and leave defenders chasing shadows.

This is a great way to open up play and create space when it becomes a little crowded. Using a series of four or five short passes before switching the ball

will help get you out of a jam when defences try to press the ball in numbers. It’s now possible to even make one or two-yard passes, meaning layoffs are

achievable, which are great when trying to play the ball into the path of a runner.

You won’t be able to place one-touch passes across the entire pitch with ridiculous switches like in older FIFAs, though. You’ll have to make sure that the

player receiving the ball is in a position where he is able to make the pass, otherwise it will lack the power, direction or both.

Use the player’s body to protect the ball
Body position is now even more vital when it comes to shielding the ball. If a defender catches up with the ball carrier, make sure you turn away from him

and perform a series of turns using the left stick, this will make it more difficult to be tackled. Don’t simply keep sprinting in the hope you’ll keep the

ball. You won’t.

Those three point turns which AI attackers use all-too-frequently can become an excellent tool for coming inside from wide positions. The more intricate ball

control in FIFA 15 means players, especially the more skilful ones, are also now more adept at shifting the ball between their feet, meaning sidestepping

tackles is now easier.

Goodbye lobbed through balls
EA has nerfed lobbed through balls, so much so that they’ve all but become null and void as an effective tactic against defensive lines.

Not only is it incredibly difficult to get the height and distance of a pass right, but for some reason players find it impossible to control a lobbed

through ball, so defenders often get back and steal the ball.

It’s more effective to use a long pass with less power. It won’t go into space, but the receiver will control the ball better and stop the defender from

making an easy interception.

Press high in numbers
In single-player, if the full backs receive the ball from the goalkeeper, or indeed have the ball on the flanks near their own penalty box, press with two or

three players. If you manage to close down the passing lanes, the defender will blast the ball straight out of play for a throw-in.

Put more power into shots
If you’re through on goal, you’re going to have to use much more power than in previous FIFAs. Thanks to the insane athleticism of FIFA 15’s goalkeepers,

you’re going to need to blast the ball beyond their grasp and give them no chance of reaching it.

Use the LT/L2 modifier to drill the shot low if you find the keeper is still able to pluck your shot out of the air. Finesse shots take power off the ball,

so try to avoid these unless you’re approaching the goal at such an angle that the curve will help take the ball further away from the goalkeeper.

One touch, then shoot
If you’re able to make a short pass to the feet of your striker in the box, then try your best to have only one touch before taking the shot. This prevents

the goalkeeper from being able to prepare for the strike. The touch should also take the ball and striker away from the defender, giving you the space to

lash it into the corner of the net.

Shoot across goal
Goalkeepers will parry shots across goal, giving you an extra chance to follow-up and finish the rebound. When running towards goal with the ball, try and

aim for the far corner. It’s rare that the goalkeeper will catch the ball, as long as the shot is both accurate and powerful enough.

FIFA 15 Launched TODAY: Reviews Are In!

After weeks of anticipating, the big day has finally arrived: release day for FIFA 15 in North America! And the reviews are rolling in. How does this year’s installment in EA’s soccer sim series measure up to last year’s? How are gamers and critics reacting to the changes? Let’s check out the pros and cons of FIFA 15-where the game has evolved over its predecessor, and where it is lagging behind.

Improvements:

Realism and Emotional Intensity

These have been the big buzz words for FIFA this year, and no wonder: the players really do look absolutely fantastic, and so do the pitch and the audience. The player reactions are much more palpable-there are no more stiff faces on the field. Players behave like individuals, and react realistically to their triumphs and shortcomings on the field. They pout, they shout in frustration, they celebrate in victory. They interact with each other in realistic ways. None of this alters actual gameplay, but it feels a lot more natural. Crowd atmosphere is amazing, and really helps to individualize the stadiums themselves, which have been rendered in wonderful detail. Play at Anfield, and you’re sure to hear “You’ll Never Walk Alone.”

Subtle but Powerful Changes to Gameplay

Defenders are a lot more involved. Whereas in the past they would often just stand there being useless when they were needed, they are now much more likely to jump in and do their jobs.

Goalkeepers in particular have received a huge upgrade. This was a big deal this year, and EA has talked about it a lot, so we were excited to see whether the new goalkeepers would live up to our sky-high expectations. The goalkeepers really are doing a much better job this go-around. Enhanced ball physics has also removed some of the predictability out of shots. Surefire shots in the past are now much more randomized (and realistic). Coupled with the improved skill of the goalkeepers, it is now much easier to defend your goal and harder to score against your opponent. Some reviewers have been saying they now think the goalkeepers are overpowered, but these voices are a minority. We feel like they are much more balanced than they used to be.

More varied gameplay. We mentioned a moment ago how the goal shots are more true-to-life, resulting in more variation and less predictability. This applies not just to the goal shots, but to all the gameplay on the field. You can play a lot more hours on FIFA 15 than you could on FIFA 14 and experience a lot less repetition. In fact, so far we’ve been hard-pressed to spot any at all.

Game Mode Improvements

Career mode seems more intuitive than it did in the past (though not much), and there are a ton of options. This is great if you’re a big FIFA player and you know the ins and outs of the game, but may be a bit intimidating for some novices. Lots of different game modes have come back, including skill games, tournaments, Pro Clubs, Co-Op seasons, online play, and of course, Ultimate Team.

Ultimate Team is even better than Career Mode. It should be less tricky for new players to master. There are some balancing issues in UT, including defensive errors, and these do subtract from the game a bit, but not so much that it isn’t still a heck of a lot of fun. Another change is that you can no longer trade cards with friends. While this is a bit sad, they made the change to reduce exploitations that were inflating the transfer market prices way beyond anything remotely reasonable. This should keep top player cards within an affordable range . or at least, a less unaffordable range. As a reminder, this version of FIFA has introduced player loans, so you can sign on these hard-to-afford players for a few games to test them out, which is fun.

Planning is so much easier. Remember when you used to have to head over to FU Thead or FU Twiz to try and plan out the perfect team? Now you can do all of that inside the game using the concept squads feature that has just been introduced. You can test strategies and tactics, and it is awesome. Team Sheets may actually be our favorite new feature on the game. It is amazing to have this level of control for each player.

Negatives

Every game has its imperfections, and FIFA 15 certainly isn’t without them. While player physiques look more athletic, they also look a bit more buff than seems realistic for the majority. There are glitches and bugs, some of which are rather funny-like a player passing his arm straight through his teammate’s body during a celebration. We have yet to see a player float through the air though, which is good! Career Mode could still use some polishing; hopefully next year they will make that a priority. Single-player gaming in general could use some work; EA’s focus seems to be on multiplayer.

In summary? FIFA 15 isn’t a perfect game. You can hardly expect perfection though when there are so many aspects to work on each year, and the developers are always forced to pick and choose. This year we saw a lot of work go into Ultimate Team and the graphics and realism aspects of the game. Next year, hopefully EA will focus more on Career mode. But for now, one thing is certain, and that is that FIFA 15 is the best FIFA game ever, and there are a ton of great reasons to buy FIFA 15 right now!

ArcheAge Launch Update: Capacities, Communication, and Where to Find Info

Hi everyone, we’d like to thank you all for being a part of this absolutely massive launch of ArcheAge, Huge archeage gold sale at mmobays.co.

We’ve heard from a lot of you that ArcheAge has stirred up excitement for an MMO in a way that many of you haven’t felt in a long time. When people are in and playing, we hear a lot that the game’s the great, exciting experience they were waiting for.

While it’s been great for many, it’s been uneven for others, most notably if you’re stuck waiting. (We know, we wait in the same queues you do.)

Know that we haven’t been, and won’t be, resting until the experience is great for everyone. We’ve been talking to you a lot about “patience – which has been extreme in some cases for sure.

I’d like to talk about what we’re doing to make sure that all of you can have that same kind of experience.

SERVER CAPACITIES AND YOU

In an ideal world, we have all the hardware we need to host the ideal number of servers, in a way that works best for everyone. We’d strike the perfect balance between launch popularity, when everyone wants to be online 100% of the time, and the settled population of more normal play patterns that will naturally come over time.

In reality, we have to plan capacity months ahead of time, based on things like web site signups, numbers of people who play in alphas and betas, how long they play, and so on. There’s a fair amount of science that goes into it, and in general it’s pretty accurate. We then include extra for overflow, just in case we need more.

In this case, so many entirely new people showed up that we opened not just all of our launch hardware on the first day, but the overflow hardware soon after as well. Since Head Start, we’ve expanded both the number of servers and the capacity of all servers steadily. We try to let you know this both on the forums and on Twitter (@ArcheAge]) whenever this occurs.

Inside the business you’ll hear people call this “problems of success,” but make no mistake – since it negatively affects you, we remain obsessively focused on the “problem” part, not the “success” part. We treat these as high priority problems that we need to solve, as rapidly as possible.

GREAT, THANKS. THAT’S SUPER. WHAT ARE YOU DOING NOW?

Right. There are things going on both in and out of game to make things better:

1) Yes, more hardware is on its way to helping you! We’re still aiming to strike the balance between short and long term and we know with certainty that more hardware is needed for both. We’ve heard both the “more servers” and “no more servers” crowds, and are certain we need to take steps toward more. I’m happy to share that the next round of hardware landed with our team in Texas this morning.

While I do wish that we could violate the laws of space and time to transport physical servers instantly, and help both NA and EU simultaneously, because of the way hardware is shipped out, and factors like “customs,” there will be some delay between helping out the two regions. Do note that we’re doing everything we can to make sure that delay is as minimal as possible. (We are aiming for days, not weeks, between.)

We’ll be talking more about the details here over the coming days, in our Launch FAQ thread.

2) Note that we’ve been more aggressively sweeping AFKers, even manually when needed. For example, while we had said during beta that we were tentatively tolerant of AFK mount riding, we’d be keeping an eye out to see if it became a problem. Well, it’s officially a problem when actual players who will be playing can’t get in.

If you’re not actively playing, please do be aware that you might not be there when you get back. Of course, while we do appreciate creative justifications such as “I am merely celebrating the excitement of launch by exercising my steed in a circular pattern for an extended period of time,” those will still earn a quick trip to desktop.

We’re also going to be setting up a more aggressive AFK timer as is suited to an over-popular launch, and ensuring that there are fewer ways to get around it. Again, this is all to create the greatest opportunity to get active human beings into the game.

3) As with any launch where you get massive numbers of new players, we need great people helping out with the typical things that happen as services scale up, which is why I wanted to talk Customer Service. You have wanted to talk with them. You’ve wanted to talk with them a lot. And they really do want to help.

Trion’s CS team has already been expanded pretty massively, with scores of new people coming on board in the weeks leading up to ArcheAge’s launch. There’s a veritable dedicated army of people wanting to help. We’re also happy to announce that we’re ramping that up even more. As with all of our CS in the past, we’re continuing down the path of natively fluent CS reps in each language we service.

4) Communication is critical during launches – We do get that. I’ve personally tweeted more during this launch than I think I have since Twitter existed. We’re going to be redoubling our efforts, most notably on our forums, with even more people pitching in.

We had been trying to focus our updates into specific known locations, but that’s not having the effect that we had hoped. We need to be in more places and threads that you’re already discussing, so you can expect more of that beginning today, and in a more visibly 24/7 fashion than it might have appeared previously. We’ve been continuously working like crazy knocking down the types of launch issues one might expect, but if you don’t see evidence of it, then it’s not as helpful to you. We get that too.

ArcheAge Players Getting Refunds After Bots Make Unauthorized Purchases

Earlier this week, numerous ArcheAge players wrote in the games forums that their accounts were seeing unauthorized transactions, in some cases totalling as much as $150. Now, publisher Trion Worlds has responded, issuing a statement that explains the situation.
Let us start by saying this very clearly: Trion Worlds security has not been compromised in any way, the publisher said. There has been absolutely no breach in Trions servers.

The unauthorized transactions were the result of bots obtaining user information from other sites and then gaining access to ArcheAge accounts if the username/password combinations matched up. What happened was, unfortunately, not a new occurrence, a Trion Worlds representative said.

If players consistently use simple or repeated passwords across different online services, these bots may get access to their accounts, Trion Worlds said. Because of the current momentum around ArcheAge, hundreds of millions of such attempts were made from well over a million different IP addresses in the last few weeks, only a fraction of which ended up being successful [on August 26].

Trion Worlds will provide full refunds to affected players, some of whom say they were affected even though they never played ArchAge. And beginning tomorrow, Trion Worlds will roll out a new security feature to its Glyph account management system that will ask you to input a special, one-time-use code when accessing the service from another computer or a computer you havent used in a while.

You should also change your password and make sure you dont use the same password for multiple sites, Trion Worlds said (though that is good advice anyway). You can change your Trion Worlds password right now through this link.

ArcheAge is a PC MMO created by Jake Song, the man perhaps best known for his work on the Lineage series. The game, developed by XLGames, aims to separate itself from the pack by letting players adventure through the world at their own pace and by blazing their own trails. You wont find pre-defined paths. For more, check out GameSpots previous coverage.

World of Warcraft: Blackhand the Destroyer – 6kgold wow news

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The World of Warcraft is an expansive universe. Youre playing the game, youre fighting the bosses, you know the how — but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.
There are no spoilers for Warlords of Draenor here, because were not talking about that Blackhand. No, the Blackhand were going to talk about today is the original, the first Warchief of the Horde, the leader of the Blackrock orcs. A raider of the Sythegore Arm and a feared wolf-rider, Blackhand was both tactically brilliant and overly fond of flattery – he rose to the position of Warchief because he possessed both the ruthless cunning necessary to lead the Horde and the ego and vanity that Guldan used to manipulate him. It was this strange mix in his personality, his bloodlust and desire for power yet gullibility and willingness to be misled that led him to the position of Warchief, led him onto an alien world, and ultimately led him to his death.

Blackhand was first in command of the Blackrock clan. He had three children with his mate Urukal, Griselda, Rend and Maim. Griseldas fate shows us that not all orc clans were as egalitarian as the Frostwolves. But before all of that, before he sold his children to warlock magic to make adults from them before their time, before he was Warchief, before he drank the demon blood after Grom Hellscream, Blackhand was an ambitious, cruel, and eager warrior who sought glory in battle, and his own aggrandizement.

On Draenor before

One misconception about the orcish people is that their shamanism made them somehow less violent. But Draenor is a harsh world filled with violence. Ogre empires, the sadistic gronn, saberon and arrakoa all proved perilous, as did the native beasts of the land. By the time the draenei vessel crashed in Nagrand, the orcs had long since grown into a people who were capable of great violence thanks to the world they were born to. Even among a people so conditioned to brutality as a means of survival, Blackhand stood out.

Blackhand was always an orc of contradictions. He was respected for his prowess, his acumen in combat, his exploits as a leader of the Sythegore Arm, a group of wolf-riding raiders. His Blackrock clan was respected and feared, and Blackhand was so confident in his position among the orcs that when visiting the Frostwolves, he actually felt free to impugn his hosts, telling Garad that the sickly Draka was a disgrace to his entire clan. Among the Blackrocks, Blackhand said, such a weak child would have been left to die at birth, exposed to the elements. Yet as arrogant as Blackhand was, he was also an insecure orc. He was ever covetous of more respect, more power, more regard from his fellows.

When Nerzhul the Elder Shaman first began telling the various orc clans of the threat posed by the draenei, Blackhand simply didnt care. Whether or not the draenei were actually a threat was unimportant. They presented an opportunity for him to prove himself. Blackhand personally led the Sythegore Arm on many assaults on the draenei, seeking always to ensure his own prestige in the bloodshed he unleashed. Well before any orc had drunk the blood of Mannoroth, Blackhand was proving that orcs didnt need the blood of a demon to be fierce marauders and relentless killers – Draenor itself was a hard and ruthless enough world to teach orcs how to kill.

Yet it wasnt until after Nerzhul discovered that he had been used by Kiljaeden and Guldan supplanted his former mentor in the affection of that demon lord that Blackhand found a patron, of sorts. Because Guldan saw Blackhand more clearly that the head of the Blackrocks saw himself. In Blackhand, Guldan had found the perfect pawn. An orc respected by his fellows, renowned for his ferocity and strength in battle, yet strangely malleable, gullible, always willing to believe anyone as long as they flattered and cozened properly. Guldan subverted Blackhand with minimal effort. All he had to do was telling him a sinister truth to conceal the even more sinister truth behind it.

Guldan revealed to Blackhand that the draenei were, in fact, nothing more than scapegoats, that the ancestor spirits and elementals were turning their backs on the orcs, but that a new path to power had been found. Guldan promised Blackhand power and respect – he told Blackhand that he would be a member of the ruling elite, the secret Shadow Council he was assembling to rule Draenor. And Blackhand believed him. Blackhand eagerly ordered his shaman to train in the new magics and become warlocks, not realizing that Guldan subverted their loyalty. Blackhand eagerly accepted as Guldan manipulated the newborn Horde into selecting Blackhand as their new Warchief, their first Warchief. It never even occurred to Blackhand that Guldan was using him – after all, wasnt he Warchief? It never occurred to him that Guldan had chosen him for the position because of his strange gullibility, his eagerness to believe anything as long as it was flattering to him and his prowess.

To destroy two worlds

Orgrim Doomhammer, Blackhands second in command, understood his clan leaders failings all too well. He watched as Blackhand allowed warlocks to twist his own children, to age them artificially to adulthood to be more cannon fodder for the Horde. He saw that merely claiming not to be worthy to drink from the same vessel as his Warchief would be enough to convince Blackhand that it was so, because it flattered Blackhand. Guldan wasnt so easily fooled, of course. Blackhand, for his part, utterly failed to see the growing tension between his second in command and his erstwhile advisor.

When the war against the draenei was over, Blackhand accepted Guldans argument that a new world was needed for the Horde to conquer, as Draenor was dying from the warlock magics that were now practiced so freely throughout the Horde. He led his troops through the Dark Portal, and there he began to see his unimpeded path to power and prestige balked for the first time. First the army of the humans balked his Horde at every step, then his own daughter Griselda, tired of her fathers patronizing attitude towards woman proved herself beyond his control. Her alliance with the ogre Turok and her fortification of the Deadmines was seen as an affront by her father, and he ordered her death. Considering hed forced her to undergo the Drain Life ritual to age her to adulthood, then forbade her to drink the blood of Mannoroth in order to shame her, its not surprising she rebelled. Her death seemed to teach Rend and Maim, his two sons, better obedience. Its unknown if Griseldas death in any way spurred Orgrim on – he was known to have liked Griselda alone of Blackhands three children.

What is certain is that, tactically brilliant though he was, Blackhand was too much Guldans puppet to lead the Horde to successful victory over the humans. This is because Guldan didnt actually care if he won or lost against the humans. It was a divine apotheosis that Guldan pursued on Azeroth, in a partnership with the human wizard Medivh (who was himself host of the spirit of Sargeras) and so, while Blackhands Horde floundered attempting to destroy Stormwind it was only a matter of time before Blackhand himself was on the chopping block.

Interestingly enough, Blackhand was still successful in his plan. He and Guldan managed to insert Garona into the Kingdom of Stormwind, where she struck as the assassin she was bred to be, cutting out King Llane Wrynns heart and thus dooming Stormwind to defeat. Yet while Blackhand was on the verge of triumph, his ally (and secret master) Guldan found himself comatose following an attempt to wrench the location of the Tomb of Sargeras from the dying mind of Medivh. While Guldan lay trapped in his own body, Orgrim Doomhammer killed Blackhand the Destroyer, who never saw it coming. Able to play the role of general and plan the most outrageous of betrayals, Blackhand seemed incapable of believing anyone who said good things about him could ever be a threat, and he died for it.

The aftermath of Blackhands death was fascinating. Doomhammer (known as the Backstabber by those loyal to Blackhand) became Warchief, his first action to dismantle the Sythegore Arm to prevent those loyalists from moving against him. Of his fateful decision to allow Guldan to live, weve already spoken – but he also allowed Rend and Maim Blackhand and their Black Tooth Grin clan to exist, and serve the Horde, a mistake that would gall Thrall later on. In the end, Blackhands genius for planning and executing plans couldnt save him from his weakness, his need to believe that he was far more respected and capable than he actually was.

As for his Iron Horde counterpart, he never found himself a Warchief. Perhaps this helped him control his raging egomania, or perhaps the ruler of Gorgrond is as prone to flattery as the Warchief was. Well find out soon.

http://www.6kgold.com/News/World-of-Warcraft–Blackhand-the-Destroyer-81512.html

NBA LIVE 15 Gameplay Overview Blog

Today we’re excited to share some of our first gameplay details for NBA LIVE 15 and give you an idea of what you’ll be seeing when the game launches this October. Going into this year, we knew we had a lot of work to do in gameplay.  We’ve been doing major upgrades across all systems, including the AI, to create a great flowing NBA simulation.  We’ve been building a game from the ground up with a focus on a control scheme that is accessible but also has layers of depth for advanced players.  At the same time, we’re ensuring that you feel in control at all times with extremely responsive movement and actions throughout every aspect of the game.  That responsiveness that feels good needs to be supported and driven by amazing animation that looks good.

One big change we made to animations this year is how players go up for layups and dunks. Last year the “gather” (where the player picks up the ball and begins his footwork into a shot or any type of jumping motion) and the shot itself were separate animations, which led to some strange looking and feeling situations due to some really awkward transitions.  This year we’ve kept the gather and dunk/layup as one animation. The sheer volume of dunk and layup animations added this year will ensure a variety of different outcomes when attacking the rim.  This does two things for us; it preserves the integrity of the motion capture to create a smoother-looking play, and it drastically reduces the chances of creating a strange hitch or transition in the animation.  At the end of the day, this means you as the player will be able to pull off some cool looking dunks and layups that feel right and pay off as you’d expect.

This video gives you a good look at our improved ball handling. Notice Harden’s signature move that has been added to the game, as well as how quickly he can attack the basket after creating an opening for himself.  We want you to feel totally in control in NBA LIVE 15, never stuck in animations or unable to execute when an opportunity arises.  We’ve simplified the dribble moves to be mapped to flicks and holds of the right thumbstick, and contextual animations make it easier to pull off those ‘wow moments’ off the bounce.  The ultimate goal is to give you more creativity and freedom when the ball is in your hands using signature moves from your favorite NBA superstars.
At the end of the clip, you’ll see our new rag-doll physics system in action, delivering physicality that looks and feels great at both ends of the court. When players go up for—or contest—a dunk and a layup, the physics system turns on, creating realistic contact and forcing both offensive and defensive players to make midair adjustments to establish position.  We’ve added a ton of new of animations in this feature alone so you’ll see a wide variety of various degrees of collisions when players start crashing into each other.  As if it wasn’t already fun enough to either posterize your buddy or stop him at the rim, now it feels even better.

In this last clip, we want to highlight the improvements made to off-ball motion and contextual awareness. As you can see by Waiters’ movement, players are now able to find open space with the press of a button (LB/L1) thanks to the Quick Action playcall system. We’ve also improved the user’s ability when playing on-ball defense. Now, it is easier to cut off drives and stay in front of the basketball with bumps, jostles and contests – in this case – forcing Waiters to make a pass.

So that’s a quick snapshot of a few things we’re working on, and there’s plenty more to come including improvements to shooting, shot blocking, rebounding, guarding the basketball and the AI.  We’ll be providing a deeper look at all of these parts of the game, as well as more info on additional modes and features in the coming weeks.  As you may have already heard, we’re taking three extra weeks to polish some last elements of gameplay, as well as fine-tune and balance the game.  We’re looking forward to seeing everybody on the court on October 28 and as always, thank you for your support of NBA LIVE.

World of Warcraft’s Robin Williams Tribute Is Just Great

Meet Robin, the World of Warcraft tribute to legendary actor Robin Williams, who passed away last month.

This re-creation of Williams’ iconic Aladdin genie is just one of the multiple tributes to the beloved actor that the folks at Wowhead have discovered in Blizzard’s popular MMORPG over the past few weeks. There are also references to Mork, Mrs. Doubtfire, and Toys, among others.

Last month, Wowhead’s data-miners found files and assets for Robin Williams references in the game’s code, but now, they’ve actually found the tribute in-game.

One Uxnp.com reader said they found the above genie on an island near Talador in the beta for WoW’s next expansion, Warlords of Draenor. It’s pretty much perfect. Says Wowhead: “You can summon Robin by rubbing the Ever-Burning Lamp. When first summoned, he exclaims ‘INFINITE COSMIC POWER’ and then shrinks and waves goodbye, saying ‘itty bitty living space.'”

Can ‘World of Warcraft’ Game Skills Help Land a Job?

Nevertheless, Mr. Reed said videogame experience could be a conversation-starter in an interview, although a hiring manager may wonder whether the candidate will be playing games in the office all day. He cautioned gamers to broach the topic “very subtly.”

Gamers’ ability to accomplish complex tasks across virtual teams could be seen as a plus for some companies.

Fran?oise LeGoues, the former vice president of innovation at International Business Machines Corp., said gamers can thrive at firms like IBM, where employees must collaborate with colleagues anywhere in the world, often without having met in person.

“This capability to engage in strategy-building, team-building, knowledge-sharing and problem-solving remotely is really important,” said, Ms. LeGoues, currently vice president of transformation at the YAI Network of nonprofits.

As he searches for a full-time work, Don Spafford, a 30-year-old electronics engineer from San Antonio, lists his class and guild rank on his résumé along with his role leading raids in “World of Warcraft.” That experience, combined with his past job at Norwegian Cruise Lines and six years in the U.S. Navy, proves his abilities as a leader and communicator, he said.

“It’s a chance to stretch your leadership ability,” said Mr. Spafford, pointing to his experience heading teams of easily distracted virtual soldiers on raids. “Sometimes it’s like herding cats.”

MIT researcher Michael Schrage says a whole bunch of modern, digital pursuits such as fantasy baseball and Minecraft should eventually become appealing to hiring companies, since they signify modern skills. Bill Gates and Warren Buffett made playing bridge “cool” in the business world. Maybe it will take a top tech CEO from Facebook (FB), Apple (AAPL) or Google (GOOGL) to make video games acceptable as a future business skill.

“If a Mark Zuckerberg or Larry Page or Sheryl Sandberg were to be quoted saying that they’ve found that their best coders and project managers tend to do very well in WOW and/or fantasy leagues, then we’ll be on our way to creating new ‘norms’ for knowledge worker assessment,” Schrage says.

World of Warcraft?: Warlords of Draenor? Launches November 13

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future, including statements about scheduled release dates, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

Warlock or druid?

A handful of job seekers are listing achievements in videogames such as the role-playing platform “World of Warcraft” on their résumés or LinkedIn profiles, betting that virtual-world accomplishments will impress hiring managers in real life.

“World of Warcraft” players complete quests as warlocks, druids or other class of soldier and battle monsters in a fantasy world, recruiting other soldiers, training team members and developing strategies for missions. Prominent fans include Stephen Gillett, chief operating officer of Symantec Corp. and a former chief information officer at Starbucks Corp.

Some players say the game’s tasks aren’t that different from the duties of the modern office job.

That was the view of Heather Newman, who included her Warcraft experience on the résumé that helped land her current job as director of marketing and communications for the University of Michigan’s School of Information.

In the “Leisure/Volunteer Activities” section of her résumé, Ms. Newman noted that she has managed guilds of as many as 500 people and organized large-scale raids of 25 to 40 players to complete tasks for several hours four to five days a week. These tasks, she said, “directly apply to the kind of job I hold.”

Ms. Newman, 43 years old, said she knew some people wouldn’t be familiar with the game, but she wanted to highlight how her experience leading volunteers online showed her abilities as an effective communicator and manager in the workplace. Plus, she believed that administrators who make hiring decisions at the technology-focused school would view her game expertise as a sign she would fit with the culture.

Read Hellscream, the prelude to Warlords of Draenor

But this was not meant to be. Who warned Hellscream of Gul’dan’s treachery? Who convinced him that Azeroth was a foe worth defeating at all costs?

Before Gul’dan’s dramatic fall, two strangers arrived on Draenor: Garrosh Hellscream, the deposed warchief of the Horde on Azeroth, and Kairozdormu, a bronze dragon whose motivations were clouded in mystery. The newest World of Warcraft short story, “Hellscream,” reveals how their actions on Draenor have placed all living beings on Azeroth in mortal peril. Read the short story here, and then delve deeper into the events surrounding the Iron Horde invasion in our lore archives:

War Crimes – In this novel by Christie Golden, Garrosh Hellscream is put on trial for his crimes during the events of Mists of Pandaria.
Gul’dan and the Stranger – Gul’dan and Garrosh Hellscream meet face to face for the first time in this free comic written by Micky Neilson, featuring art by Alex Horley.
World of Warcraft: Warlords of Draenor cinematic – At a pivotal moment in Draenor’s history, Warsong chieftain Grommash Hellscream challenges destiny and reforges the fate of his people.

Beyond the Dark Portal, the clash of iron echoes as two worlds brace for war. At a live event in Los Angeles and simulcast at the gamescom trade fair and around the world, Blizzard Entertainment today announced that Warlords of Draenor?, the fifth expansion to its acclaimed massively multiplayer online role-playing game World of Warcraft?, will be unleashed on November 13, 2014. On that day, players worldwide will begin their march into the perilous wilds of Draenor to face the fury of Grommash Hellscream’s merciless Iron Horde.

During today’s event, Blizzard also unveiled the opening cinematic for the expansion, which depicts a pivotal moment in Warcraft history and sets the stage for the coming war. In addition, the company premiered the first episode of Lords of War, a new animated lore miniseries that introduces players to characters central to the expansion’s story — starting with the twisted tale of Kargath Bladefist, legendary leader of the Shattered Hand orc clan. Both videos are available to view now at www.worldofwarcraft.com, and new Lords of War episodes will debut there in the weeks ahead.