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Saturday, November 8th

'World of Warcraft' casts a spell on 11 million players


With 11 million players worldwide, the online game "World of Warcraft" may be the most popular game on Earth.

Even if you don't play "World of Warcraft," also called "WoW," chances are you know someone who does. Which might account for the coworker who sneaks off at the end of the day mumbling about going on a dungeon raid, or the friend who cancels dinner plans again, claiming his "guild" is waiting for him.

A visually stunning marriage of "Dungeons and Dragons" and a social networking site, "WoW" has been gaining momentum since its debut in 2004. There are more than four million players in the U.S. alone.

"WoW" is an MMORPG or "Massively Multiplayer Online Role Playing Game," set in the fictional land of Azeroth. It's played with large numbers of real people, in real time, who vie to advance levels and accumulate weapons and gear by completing individual quests and working together to raid dungeons. The game is notoriously time-consuming, with players participating an average of 22 hours a week.

"There's a fine line between making a game that people want to play, and making a game that people can't stop playing," said Dmitri Williams, assistant professor in the Annenberg School for Communication at the University of Southern California, where he has monitored the game's growth. "It's an incremental treadmill with a carrot dangling at the end. Psychologists have studied that pattern and found that it can change the chemistry in the brain -- it's the same system that's in place with gambling."

Players, however, see "WoW" as a harmless diversion and a way to network and socialize with friends and family.

"I play with my real-life friends. It's basically an extension of hanging out with each other, and I've also made new friends while playing," said Dyana Ibern Vengoechea, 33, of South Amboy. "There's other things I could be doing, but as long as I keep doing my job and make time for friends and family off the game, it's pretty okay."

Either way, "WoW" isn't close to surrendering its hold on the virtual gaming world.

"World of Warcraft: Wrath of the Lich King," an expansion pack slated for release Thursday, will allow players who have capped out at Level 70 (the result of hundreds of playing hours) to advance 10 more levels. This will give players more virtual lands to explore, beasts to kill and loot to pilfer.

"WoW" diehards will line up at stores around the country, many of which will stay open past midnight on Wednesday, Blizzard spokesperson Shon Damron said. The game's last expansion pack sold 2.4 million copies in the first 24 hours, and thousands of people queued for its midnight release.

Gamestop in Lawrenceville is expecting about 100 people Wednesday night. "Warcraft players are extremely fanatical," said store manager Justin McHugh, himself a "WoW" player. "If they can get an hour in over everybody else, they'll stay up past midnight for that."

Follow the billions

MMOs -- Massively Multiplayer Online Games -- represent a slice of the $57 billion, and growing, worldwide gaming market. Vivendi, the parent company of "WoW" developer Blizzard Entertainment, made $1.51 billion last year, attributing those record numbers to the game.

The game's enormous popularity can be credited, in part, to its ability to cross gender and generational gaps.

But MMOs have life-spans, said Bruce Sterling Woodcock, who runs MMORPGChart.com, a website that collects online gaming data. For example, Sony Online Entertainment's "Everquest," once considered the most popular MMO of all time, peaked at 500,000 users.

"My prediction is within the next two years, 'WoW' will peak," said Woodcock. "It's common for MMOs as they mature: They go up and eventually reach a plateau where they level off."

But for now, he said, "WoW" is breaking all the rules.

A game of her own

Ibern Vengoechea works from home and keeps her computer logged on to "WoW" all day, every day -- using it as a virtual chat room to keep in touch with her closest friends.

"People automatically assume I'm a guy," she said. "Once they realize I'm a girl, they try to help me sometimes." She has two level 70 characters -- the highest achievable level right now -- and plays a few minor characters, as well.

"If I play a low-level character ... (it's because) I want to start a new character, but guys automatically think I don't know how to play," she said. "People try to kill things for me or give me gold. I'll take advantage of it sometimes. Sometimes, it's like 'Dude, I know how to play.'"

Nearly half of online gamers are female, according to a study by the Entertainment Software Association. But the ratio of male to female players in "WoW" is about 80 to 20, Williams said.

"Even though women are playing in smaller numbers, they're actually playing more intensely than men," he said. "As a rule, the women play more for social reasons. Men tend to play more to accomplish tasks. We've also found that women play more hours than men and are less likely to quit."

Nick Yee, a research scientist at the Palo Alto Research Center who has surveyed thousands of MMO players, found that female players tend to be a little older than their male counterparts: Male players average between ages 12 and 28, females between 23 and 40.

To a newcomer, it may appear that there are many more women in the game than there actually are, but Yee found that one out of every two female characters is played by a man "gender bending" within the game.

Alone together

Online games -- and video games generally -- receive the same criticisms that once dogged television. Will they isolate individuals, or bring them together? Are players alienated from their friends and neighbors, or have they tapped in to a brave new world of social interactivity?

"People assume that people come into this game alone, when about half come in with someone they knew already," USC's Williams said. "There's not a big separation between friends online and friends offline."

For Anthony DeStefano, a 20-year-old student at Montclair State University, "WoW" is the way he keeps in touch with his friends from high school. "Now we all go to different schools," he said. "Some live in different states, some live close by, some go to school with me --but we've been playing together the whole time."

According to Nick Yee's findings, 60 percent of female gamers and 16 percent of male gamers play with a romantic partner. Some 40 percent of female gamers and 35 percent of male gamers play with a family member.

"The MMO space is distinctively different from e-mail, IM or the phone, because you can't collaborate and do things together in those mediums," Yee said. "What the MMO provides is a space to not only spend time together, but to work on something in common."

Addiction or hobby?

But are "WoW" and other MMORPG games technically addictive? The American Medical Association said in a June 2007 report that it was too soon to tell if video games could technically be found "addictive." However, the study did say that video game overuse -- which it defines as excessive time playing video games, to the point where other aspects of life become dysfunctional -- was most commonly seen among MMORPG players. Those most vulnerable, the report said, include "individuals (who) are somewhat marginalized socially, perhaps experiencing high levels of emotional loneliness and/or difficulty with real life social interactions."

Online gamers, Williams explained, tend to use their allotted "TV time" to play "WoW," essentially trading one activity for the other. The average American spends about 24 hours a week watching television, according to the U.S. Department of Labor's 2006 American Time Use Survey.

The online Yahoo support group WoW Widows, a forum where people come to vent their frustrations about partners who have been swallowed by the game, now boasts more than 3,700 members. One poster, Christine, a 37-year-old mother of two from Atlantic Highlands, says her husband plays so much "WoW" -- four to five hours a night, and more on weekends -- that he's neglecting his 1- and 2-year-old children. "He's missing everything," she said.

DeStefano, the Montclair State student, describes himself as "more casual" about the game now that he is in college.

"It affected my relationships with friends who didn't play and it definitely affected my relationship with my girlfriend," he said. "It was probably one of the reasons we broke up. She didn't play and didn't understand why I liked the game. Some guys are in a bowling league, some go play cards -- I play video games."

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World of Warcraft Warth of the Lich King Midnight Launch in Dubai


Red Entertainment Distribution FZCO, one of the Middle East’s leading distributors of interactive entertainment software, announced today that it will launch the second expansion pack to World of Warcraft, the award-winning massively multiplayer online role-playing game (MMORPG), just after midnight on Wednesday 12th November. The launch will take place at Geekay Games’ Mall of the Emirates store.

“We know that there are thousands of World of Warcraft fans out there who are waiting for the release of World of Warcraft: Wrath of the Lich King and this launch will give them the opportunity to join the worldwide community of gamers as soon as the game releases worldwide. Geekay Games’ Mall of the Emirates store will open at midnight on Wednesday 12th November 2008 to launch this expansion pack.” said Nitin Mathew, marketing manager of RED.

World of Warcraft players who want to ensure that they get their game at the midnight launch can register themselves at any Geekay Games outlet in Dubai. Queuing will start at 11pm on Wednesday 12th November 2008 in front of the store. Kishan Palija, managing director of Geekay Games said "We have a lot of customers eagerly waiting for this game; a midnight launch will help them get their hands on the game earlier than they would usually."

Since debuting in North America on November 23, 2004, World of Warcraft has become the most popular MMORPG around the world. It was the bestselling PC game of 2005 and 2006 worldwide, and finished behind only World of Warcraft: The Burning Crusade, the first expansion pack for the game, in 2007. In addition to being the bestselling PC game of 2007 in both North America and Europe, The Burning Crusade holds the record for fastest-selling PC game of all time, with nearly 2.4 million copies sold in its first 24 hours of availability and approximately 3.5 million in its first month.

World of Warcraft was recently launched in Russia and Latin America, and is currently available in eight languages. In addition to North America and Europe, the game is played in mainland China, Korea, Australia, New Zealand, Singapore, Thailand, Malaysia, Chile, Argentina, and the regions of Taiwan, Hong Kong, and Macau. For further information on World of Warcraft, The Burning Crusade, and Wrath of the Lich King, you can visit the official website at www.wow-europe.com.

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Saturday, October 25th

Warhammer Online Doubles Open-World RVR XP


If you understood the headline you probably know this already, but it bears mentioning anyway. Mythic really, really wants people to kill each other in Warhammer Online, and not just in their encapsulated little battlegrounds scenarios. They want the conflict to rage across the open-world areas as well, and in order to encourage this they've doubled the experience gained from killed the enemy in open Realm versus Realm combat.


With the addition of the new region-wide and RvR-wide chat channels we have seen a marked increase in Open RvR participation. In order to encourage this trend even further, we have made an additional adjustment to the experience awarded for killing enemy players in an Open RvR area. Previously we increased this amount by 50%. As of today, that bonus has been raised to 100%. With this change players killed in Open RvR will now be worth double the experience than those killed in scenarios!

I just can't understand why this is necessary. Going from questing one minute to rolling over the forces of Chaos in a giant warband is one of the best things about the game. Perhaps it just takes a bit of coercing to snap people out of the World of Warcraft queuing up for PVP mentality. either way, more XP for me!


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From the Gamers: Warhammer Online takes on World of Warcraft


Hammer Time:Four years after its launch, Blizzard Entertainment'sWorld of Warcraftcontinues to dominate the field of massively multiplayer online role-playing games (known by the acronym MMORPG). It's not for lack of competition; dozens of companies have tried to peel off some of the 10 million "WoW'' subscribers, only to be stymied by technical problems, lack of polish and player attrition. Funcom'sAge of Conan,for example, got off to a fast start earlier this year, only to be derailed by those problems.

The latest challenger is determined to avoid such issues.Warhammer Online: Age of Reckoning,the sword-and- sorcery fantasy developed by Mythic Entertainment and published by Electronic Arts, has already attracted 750,000 players since its September debut. But Mythic co-founder Mark Jacobs said: "The launch is just the beginning. Even the first year is only a step.''

"No MMORPG is ever ready to go out,'' Jacobs said. "These games are so complicated, you can never get it 100 per cent right.'' For a new online game to succeed, he said, players have to be "able to do everything it says on the box.''

Warhammerexecutive producer Jeff Hickman said the goal is to "keep the momentum going,'' especially with the busy holiday season and a much-anticipated "WoW'' expansion coming up. "We stay on top of what's going on, and we're going to keep expanding,'' Hickman said. "We care about what the players are saying. Our first two patches were about making players happy -- within reason.''

Creative director Paul Barnett saidWarhammeris more than a computer game, it's a hobby. "And at 50 cents a day,'' he added, "it's the most cost-effective hobby in the digital age.''

* Virtual Obama: Most of us have got used to ads in video games, particularly in sports games, where they provide a dose of realism. It makes sense that you'd see a Ford billboard inNeed for Speed,or a Puma poster in NBA Live.But wait: What's Barack Obama doing in Burnout Paradise?

If your Xbox 360 is connected to the Internet, you may see ads for Obama in some 18 games, including Madden NFL 09.The Obama campaign is targeting gamers in 10 states that allow early voting; the ads promote a website, Votefor-Change.com,that explains the process.

"It reaches an audience that is typically hard to reach -- young males, roughly 18 to 34,'' said Holly Rockwood, a spokeswoman for Electronic Arts, publisher of all the above. "That's very appealing to our advertisers.'' There's no indication that Republican John McCain's campaign will mount a similar strategy.

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From the Gamers: Warhammer Online takes on World of Warcraft


Hammer Time:Four years after its launch, Blizzard Entertainment'sWorld of Warcraftcontinues to dominate the field of massively multiplayer online role-playing games (known by the acronym MMORPG). It's not for lack of competition; dozens of companies have tried to peel off some of the 10 million "WoW'' subscribers, only to be stymied by technical problems, lack of polish and player attrition. Funcom'sAge of Conan,for example, got off to a fast start earlier this year, only to be derailed by those problems.

The latest challenger is determined to avoid such issues.Warhammer Online: Age of Reckoning,the sword-and- sorcery fantasy developed by Mythic Entertainment and published by Electronic Arts, has already attracted 750,000 players since its September debut. But Mythic co-founder Mark Jacobs said: "The launch is just the beginning. Even the first year is only a step.''

"No MMORPG is ever ready to go out,'' Jacobs said. "These games are so complicated, you can never get it 100 per cent right.'' For a new online game to succeed, he said, players have to be "able to do everything it says on the box.''

Warhammerexecutive producer Jeff Hickman said the goal is to "keep the momentum going,'' especially with the busy holiday season and a much-anticipated "WoW'' expansion coming up. "We stay on top of what's going on, and we're going to keep expanding,'' Hickman said. "We care about what the players are saying. Our first two patches were about making players happy -- within reason.''

Creative director Paul Barnett saidWarhammeris more than a computer game, it's a hobby. "And at 50 cents a day,'' he added, "it's the most cost-effective hobby in the digital age.''

* Virtual Obama: Most of us have got used to ads in video games, particularly in sports games, where they provide a dose of realism. It makes sense that you'd see a Ford billboard inNeed for Speed,or a Puma poster in NBA Live.But wait: What's Barack Obama doing in Burnout Paradise?

If your Xbox 360 is connected to the Internet, you may see ads for Obama in some 18 games, including Madden NFL 09.The Obama campaign is targeting gamers in 10 states that allow early voting; the ads promote a website, Votefor-Change.com,that explains the process.

"It reaches an audience that is typically hard to reach -- young males, roughly 18 to 34,'' said Holly Rockwood, a spokeswoman for Electronic Arts, publisher of all the above. "That's very appealing to our advertisers.'' There's no indication that Republican John McCain's campaign will mount a similar strategy.

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Wednesday, October 22nd

World of Warcraft Weapon of your Dreams Contest Winners Announced


3Winners have been chosen for the third WarCry Network World of Warcraft contest "Weapon of your Dreams".

The lucky winners were chosen for their most awesome weapons for the World of Warcraft "Weapon of your Dreams" Contest. As a reward, winners will receive: two (2) different DC Unlimited: World of Warcraft Collector Figures. Actual figure will be determined on pre-order status and shipping from DC.

Congratulations to the following winners!
bloodyleach
mostrovolo
noleafclover

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Military Tactics in the World of Warcraft to Improve Your Pv


World of Warcraft is a game of Player versus Player (PvP) action. It is all about war and real military tactics translate well into the game. Here are some real tactics that you can use to improve your pvp in the game.

All for one and one for all

This is a tactic that was made famous by the British Navy in the 19th century. Up until that time when two fleets of ships engaged in combat each ship would find an enemy to pair up against. But this concept says that all the ships in the British fleet should simultaneously attack one enemy ship and sink it real fast. This tactic is perfect for Warcraft. If you are in a group of players and you encounter an enemy group you should call out one enemy and then all attack him at the same time. In a matter of five seconds the chosen enemy is gone and now your party of five is facing a party of four. You have a distinct advantage. You should all focus on the next foe and take him out. Using a tactic like this can make your group practically unstoppable.

Tommy Drills

This is a common term for performing the same actions over and over again. It was commonly used for learning how to load, fire, clear and reload a weapon. The purpose of repeating the drill many many times was to make it second nature. This way, when you are in combat you dont have to think about it at all it comes automatically. You should do this with your warcraft skills. Set up your tool bar with your best weapons and defenses and then in the arena, in challenges, and in real pvp you practice the same set of button combinations. Doing this over and over will make it automatic and you practically unstoppable.

Special Forces Team Interlocking Skills

Special forces teams are small teams of soldiers that are all trained in different skills. This allows them, as a team to successfully handle a very wide range of problems. In warcraft, particularly on the battlefields like Arathi Basin or Warsong Gulch the pitch of battle is very feverish and people are fighting in a haphazard manner. You can significantly increase your chances of success if you just team up with one person with an opposite skill set. If you are a magic user type you should look for a warrior or rogue type and follow him around and conversely, if you are a hack and slash, toe-to-toe damage type you should find a magic user type to befriend or just follow around. Having two very different skill sets focused on an opponent brings an incredible array of weapons to bear that nobody few players can overcome.

The title of the game "Warcraft" says it all and it is only natural that some of the best combat techniques used by the military translate well into the game. With a little know how and a little practice you can apply these techniques and dramatically improve your pvp performance.

The author has blurred the line between reality and Warcraft by building a virtual reality chamber in his living room where he plays warcraft after work.

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Tuesday, October 21st

Warhammer Online new class planned


In a State of the Game address last week, Mythic Entertainment general manager Mark Jacobs revealed that a whole mess of updates is on its way to Warhammer Online: Age of Reckoning this fall. Of note, the company head said that it would be reintroducing two playable classes--the Dark Elf Black Guard and the Empire Knight of the Blazing Sun--that were cut from the final version of the game shortly before its September launch due to quality concerns.


The two heavy fighters were half of the four total classes cut from the game, with the other two being the Dwarven Hammerer and Greenskin Choppa. In an interview with Eurogamer today, Jacobs confirmed that one of the two outstanding classes will also return to the game in the not-too-distant future, and one most likely will not.

"Well, one of them we hope to put back in," said Jacobs. "I can't tell you which yet, that's a surprise. We're probably going to be replacing one and putting in another class in its place. But we'll be talking about that in a few months."

Jacobs went on to further explain the rationale behind removing the four classes in July. "When we cut them out, one of the things we said is that if we can't make those classes great, we're not putting them back in. One of the careers, we just couldn't get great. We're not going to put it in just so we can go, 'See guys, we put it back in.' If it's not great, it doesn't belong in the game. There will still be four going back in, it just won't be necessarily the same four."


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Game news: 'Warhammer Online' takes on 'World of Warcraft'


Real news from the virtual world:

-HAMMER TIME: Four years after its launch, Blizzard Entertainment's "World of Warcraft" continues to dominate the field of massively multiplayer online role-playing games (known by the acronym MMORPG). It's not for lack of competition; dozens of companies have tried to peel off some of the 10 million "WoW" subscribers, only to be stymied by technical problems, lack of polish and player attrition. Funcom's "Age of Conan," for example, got off to a fast start earlier this year, only to be derailed by those problems.

The latest challenger is determined to avoid such issues. "Warhammer Online: Age of Reckoning," the sword-and-sorcery fantasy developed by Mythic Entertainment and published by Electronic Arts, has already attracted 750,000 players since its September debut. But Mythic co-founder Mark Jacobs said: "The launch is just the beginning. Even the first year is only a step."

"No MMORPG is ever ready to go out," Jacobs said. "These games are so complicated, you can never get it 100 per cent right." For a new online game to succeed, he said, players have to be "able to do everything it says on the box."

"Warhammer" executive producer Jeff Hickman said the goal is to "keep the momentum going," especially with the busy holiday season and a much-anticipated "WoW" expansion coming up. "We stay on top of what's going on, and we're going to keep expanding," Hickman said. "We care about what the players are saying. Our first two patches were about making players happy - within reason."

Creative director Paul Barnett said "Warhammer" is more than a computer game, it's a hobby. "And at 50 cents a day," he added, "it's the most cost-effective hobby in the digital age."


-VIRTUAL OBAMA: Most of us have got used to ads in video games, particularly in sports games, where they provide a dose of realism. It makes sense that you'd see a Ford billboard in "Need for Speed," or a Puma poster in "NBA Live." But wait: What's Barack Obama doing in "Burnout Paradise"?

If your Xbox 360 is connected to the Internet, you may see ads for Obama in some 18 games, including "Madden NFL 09." The Obama campaign is targeting gamers in 10 states that allow early voting; the ads promote a website, VoteforChange.com, that explains the process.

"It reaches an audience that is typically hard to reach - young males, roughly 18 to 34," said Holly Rockwood, a spokeswoman for Electronic Arts, publisher of all the above. "That's very appealing to our advertisers." There's no indication that Republican John McCain's campaign will mount a similar strategy.


-FEAR OF MUSIC: The most intriguing PlayStation 3 game of the year is Sony's "LittleBigPlanet." Unfortunately, it got a little too intriguing when an early reviewer discovered a few quotes from the Quran embedded in a musical track.

Sony recalled all copies of the game, which was due to go on sale this week. "We have taken immediate action to rectify this and we sincerely apologize for any offence that this may have caused," said corporate communications director Patrick Seybold. Revised "LittleBigPlanet" discs should go out next week.


-NEW IN STORES: Microsoft's "Fable II," the long-awaited epic from "Black & White" mastermind Peter Molyneux, arrives on the Xbox 360. ... Ubisoft's exotic first-person shooter series goes to Africa in "Far Cry 2" (for the 360, PlayStation 3). Rockstar revs up two new chapters of its "Midnight Club" street racer: "Los Angeles" (360, PS3) and "L.A. Remix" (PlayStation Portable). ... Nintendo invites you to create your own orchestra with "Wii Music." ... Marvel's friendly neighbourhood web-slinger embarks on a new adventure in "Spider-Man: Web of Shadows" (Activision, most systems). ... Dracula's back in Konami's "Castlevania: Order of Ecclesia" (DS). ... Majesco takes a fresh approach to the classic dungeon crawl in "Away: Shuffle Dungeon" (DS). ... Disney delivers a batch of new delights for the kids, including "Think Fast" (Wii), "Sing It" (360, PS3, PS2), "High School Musical 3: Senior Year Dance!" (360, Wii, PS3, PS2) and - for those of you who are bored with "Madden NFL 09" - "Disney Fairies: Tinker Bell" (DS).

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Saturday, October 18th

Blizzard: Economic Downturn Won’t Hurt ‘World of Warcraft’


Use less gas these days? Of course. Play less “WoW“? No way.

As you can see in the segment that aired on MTV2 last night, Rob Pardo, executive vice president of game design at Blizzard Entertainment, told our Tracey John at Blizzard headquarters last week that he doesn’t think “World of Warcraft” — which has more than two million paying subscribers in the U.S. — is going to be hurt by the faltering U.S. economy.

(Videos not viewable by users logging in from Canada or the U.K. — But see below for Pardo’s full quote.)

Rob Pardo, Executive Vice President, Blizzard Entertainment: Historically for us, the game industry hasn’t been affected by recessions like a lot of other businesses. I think the reason for that is [that] games really offer some of the best entertainment value on the market. People might not want to go out to the movies and spend $100 for a couple of hours and then go to a restaurant. You can go home and pay $15 a month for 100 hours of entertainment if you’re staying at home more — and I think that’s one of the reasons why you don’t see games really go in the same recession as the rest of the economy a lot of times.

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EA Mythic Defends ‘Warhammer Online’ From ‘World Of Warcraft’ Designer’s Criticism


Earlier today we published an interview with “World of Warcraft” game director Jeff Kaplan where he shared his thoughts on competing MMORPG “Warhammer Online.”

We reached out to EA Mythic head and lead “Warhammer Online” designer Mark Jacobs to clarify about his company’s beta policies. He responded after the story was published.

In doing so, Jacobs also wanted to respond to some of the comments about “Warhammer Online” that Kaplan had made. Here’s his defense via a phone call to MTV Multiplayer this morning:

– Referring to Kaplan’s mention of the 30-45 minute wait times for battlegrounds (called “Scenarios” in “Warhammer Online”), Jacobs said that “World of Warcraft” also had long queues just to get into the servers to play the game when it first launched in 2004.

– Responding to the user interface similarities, Jacobs said that “World of Warcraft” wasn’t the first game to feature customizable interfaces. While he credited them for polishing it, he also said that it should be pointed out that “World of Warcraft” learned from Sony Online’s “EverQuest” and Mythic’s “Dark Age of Camelot.”

– Jacobs explained that while as developers, they evolve games by learning from each other, many design decisions made for “Warhammer Online” were done consciously to differ from the industry leader: “If you look at ‘Warhammer,’ there were so many points [where] we consciously made the decision not to be like ‘WoW’ and to try to push the envelope. I think you’ll find that if you’re actually going to compare the two products, I would say ‘WoW’ is certainly a more polished game now than ‘Warhammer is — of course they’ve had four years and billions of dollars — but if you look at the innovations in ‘Warhammer,’ you’d be hard-pressed to find as many in ‘WoW.’”

– In the end, Jacobs said that this is only the beginning for “Warhammer Online”: “This is not a sprint; it’s a marathon. We are in this for the long haul and the real test of how great ‘Warhammer’ and ‘WoW’ are will sort themselves out, and that won’t be in the next three months. It’s going to be a lot longer.”

– For now, the Mythic head said that they’re enjoying their current success and see it continuing down the road even past the launch of the “WoW” expansion “Wrath of the Lich King” next month: “In our first three weeks post-launch, we’ve sold more than anyone else. The game stability has been unbelievable and it blows away any other online games. The amount of downtime we’ve had is negligible. The number of crashes we’ve had is almost non-existent. And we’re going to be continuing to be doing a lot for the game over the next six months, or nine months, or six years.”

***

Obviously both designers have vested interests in their own games. MMO gamers, you’ve now heard from both sides. What do you think of their criticisms?


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World of Warcraft 3.0 Patch Released


The largest patch in recent memory hit World of Warcraft this morning, bringing the game to version 3.0, and preparing the title for the imminent release of the Wrath of the Lich King expansion.

The World of Warcraft servers are currently down for maintenance -- and to give gamers a chance to download the 1.2GB patch -- but after 2PM, WoW fans will have a chance to enjoy the game's newly added barber shop, in-game calendar, achievement system, and Inscription profession.

As per usual with patches that alter the game's skill tree, every player will be given a free talent respec for each of their characters on logging into the world.

Blizzcon attendees will also be pleased to hear that the polar bear mount Blizzard distributed at the event will now be available within Azeroth.


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Friday, October 3rd

'Warhammer Online' delivers the goods


After more than three years of development, Mythic’s “Warhammer Online: Age of Reckoning” has finally arrived to satiate the unquenchable appetites of online gamers the world over.

Based off the Warhammer Fantasy tabletop warfare game and novel series created by Games Workshop, the new games has been touted by industry watchers as the massively multiplayer online title that could finally dethrone Blizzard's “World of Warcraft” as king of the mountain.

Quite the prophecy, but the game — called “WAR” for short — mostly delivers on the lofty goals promised early on by Mythic’s development team: To craft an MMO that brings both hardcore and mainstream gamers together while avoiding the boring, “grinding” aspects that make most other games of the genre eventually feel like a second job.
For those of you who don’t speak MMO, “grinding” means endlessly repeating tasks just to level your character and remain strong enough to stay competitive. To be an elite player in a traditional MMO can require 10 to 20 hours of grinding for each five to 10 hours of glory. But “WAR” avoids the grind by integrating leveling, acquiring new equipment, and player vs. player combat into one massive war effort that your entire faction is perpetually working to advance.

The factions themselves are comprised of three armies each: The Empire, Dwarves, and High Elves make up the Order faction and the Chaos, Greenskin, and Dark Elves make up the Destruction faction. After choosing one of a staggering 20 individual career classes and customizing the look of your alter ego, you’ll be plunged into the chaotic fray alongside warriors with names like Shabutie, Niteflyx, and Evenstar. Together with your new allies, you’ll work to bring glorious victory to your forces and crushing defeat to your enemies, eventually culminating in the siege, conquest, and pillaging of their capital city.

The game’s beautifully intricate and massively scaled environment immediately gives you the sense that you’re one piece of a massive war effort, and that feeling of companionship and purpose never leaves you as you progress through the game. Mythic pulled this off by carefully structuring the game’s story chapters, which you progress through by completing public quests.

Along with the normal quests that you’ll be tasked with from characters throughout the world, “WAR” features multistage communal public quests where you will have to band with players in the area and work toward a set of specific goals. As you work on public quests, you gain influence points, which can be used to gain access to other sets of powerful equipment and weapons. In “WAR,” everything you do pushes you closer to some attainable reward.

Even player vs. player combat in “Warhammer Online” offers a wide variety of experiences while appealing to multiple play styles. Mythic coined the term “Realm vs. Realm” in its last big MMO, “Dark Ages of Camelot,” and that translates into gameplay that includes open-world skirmishes, capture-the-flag scenarios and battling it out for control over enemy camps.

Quick facts

Publisher: Electronic Arts
Developer: Mythic Entertainment
Price: $49.99
Platform: PC
ESRB rating: Teen


If you’re successful playing RvR, you’ll get victory points, which tip the balance of the constant tug of war between Order and Destruction for control over zones. If your faction gains enough victory points to tip the scale in a particular zone, you gain zone control. This gives your allies in the zone bonuses and your realm moves closer to unlocking the greatest conquest attainable: laying siege to your enemy’s capital city and breaking their lines to sack and pillage all the spoils.

As you level your rank, you will gain tactics to augment your core skills and powerful morale abilities to unleash at the peak of combat glory. As you participate in RvR, you’ll also unlock more tactics and increased opportunities to specialize your character even further.

The amount of character customization options offered by “WAR,” such as armor dyeing and accessories, are another nice touch, though it does seem that much of this hardware looks identical early on in the game. That changes as you progress into the higher ranks, but it does make player characters in low level zones look somewhat the same.

I was truly impressed to see the quality of service your $49.99 for the game and $14.99 per month for a subscription buys you with “Warhammer Online.” Though the client software crashed once or twice in the first week of release, neither I nor any of my guildmates experienced a single server crash. Considering that most new MMOs have many bugs and poor server reliability following release, this reflects well on Mythic’s preparedness and focus on customer satisfaction.

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Comprehensive Warhammer Online Leveling Guide Revealed


Warhammer Elite has just launched a complete 1-40 Leveling Guide for both Order and Destruction in Warhammer Online: Age of Reckoning. Warhammer Elite creator, Steve Ferris has been playing MMOs for 10 years and has been playing Warhammer Online for the last year in both closed and open beta as he prepared for the release of the highly anticipated online game.

(PRWEB) October 3, 2008 -- WarhammerElite.com launches leveling guides for Warhammer Online players of every class with tools to master every aspect of leveling through Ranks 1-40.

Warhammer Elite has just launched a complete 1-40 Leveling Guide for both Order and Destruction in Warhammer Online: Age of Reckoning. Warhammer Elite creator, Steve Ferris has been playing MMOs for 10 years and has been playing Warhammer Online for the last year in both closed and open beta as he prepared for the release of the highly anticipated online game. Warhammer Elite has been written with a commitment to quality, ensuring all content is checked against live game components and that the most comprehensive, complete Warhammer Online guide is provided for those seeking the fastest path to Rank 40.

Warhammer Elite promises to offer a complete overview of each race's Tiers from 1 to 4 and every Rank from 1 to 40, allowing anyone including Greenskins, Chaos, Dark Elves, Dwarfs, Empire, and High Elves to level up as fast as possible. "Warhammer Online is a unique and challenging new MMO that has always promised a revolutionary blend of PvP in the standard quest based format of most MMOs. It has been and is my goal to combine both aspects of the game's core gameplay to help players reach the final Rank in record time," says Steve Ferris.

Warhammer Elite is a combined leveling guide for both Order and Destruction that details each step in the lengthy questing process of reaching Rank 40. Warhammer Online's unique tiered questing system separates each character race into more than 20 chapters over 33+ zones. These chapters include numerous quests, Public Quests, and RvR Scenarios that all provide experience opportunities. Warhammer Elite integrates all three questing methods into a streamlined process that provides the ideal path between each chapter, rank, and tier as characters move quickly from location to location. Written in a format that allows players to easily leave and come back to the guide so that they can enjoy RvR content without losing track of a 20 part quest series,

Warhammer Elite is ideal for any type of leveler - both casual and speed players. The content in Warhammer Online has been boiled down to the most important, core aspects and Warhammer Elite has included detailed maps and screenshots to show exactly where players should be at each step of the process.

About Warhammer Elite:
WarhammerElite.com provides leveling solutions for Warhammer Online players of all expertise levels. Warhammer Elite is the first product offered featuring detailed leveling strategies for Rank 1-40 leveling for all 6 character races. Using his long time MMO experience, Steve Ferris has created a company hoping to help all Warhammer Online players unlock the game's full potential.


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First Warhammer Online Patch Released


The first patch for Mythic Entertainment's Warhammer Online has been released, fixing a number of issues players have lamented since the game's debut on September 18.

Most importantly, the team has removed the annoying End User License Agreement that players were previously forced to scroll through each time they wanted to play WAR:

Players no longer need to scroll down through the EULA when logging into the game. The window now defaults to the bottom, and players need only check the Agreement box and click accept.

To download the patch simply log into your copy of Warhammer Online and the game's client will pull down all the applicable files. A full list of changes can be read within the client.

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Tuesday, September 30th

Review: Warhammer Online Lives Up to the Hype


Warhammer Online: Age of Reckoning delivers on its promises in a way that other World of Warcraft competitors don't.

After Age of Conan promised so many innovative, intriguing additions to the massively multiplayer genre, then delivered on so few, no one can be blamed for being wary of another would-be competitor to Blizzard Entertainment's Warcraft, a game whose population dwarfs that of the Los Angeles metro area.

Electronic Arts' Warhammer Online is, superficially, similar to Conan. Both games promise a focus on player-versus-player combat not seen in WoW. Both are based on long-running, deeply nuanced works of fiction. And both games feature a darker, more "realistic" world for gamers sick of Blizzard's colorful, cartoonish interpretation of high fantasy.

The difference is that Warhammer actually works.

Fans of the tabletop miniatures role-playing game Warhammer will agree that the Warcraft universe is a not-so-subtle facsimile of the former. Though Blizzard's world is lighter and more humorous, the two are at times nearly indistinguishable.

As a result, it's almost fitting how blatantly the videogame version of Warhammer lifts gameplay ideas from Warcraft. Both games rely on the WASD keys for movement, both ask you to right-click characters with floating icons above their heads to pick up new quests, and both games have simple, unobtrusive interface designs.

Far from being a negative, this reliance on Blizzard's gameplay design choices reflects very nicely on Warhammer developer Mythic Entertainment. Observing what has worked in the past, Mythic has incorporated and built upon these clever ideas instead of trying to reinvent the wheel. This gives the millions of Warcraft players an instant familiarity with the mechanics of Warhammer -- a definite positive in a genre as complex as MMOs.

Once you move beyond the basic gameplay systems, though, Warhammer begins to differentiate itself from the competition.

Warhammer's creator wants gamers to play the game the way its designers intended, and many innate restraints seem to push players in that direction. Going out on your own and killing monsters -- a practice called "grinding" that is generally very profitable in MMOs -- will net you very little experience. Working through the game's quests (many of which require creature slaughter en masse) is a much more lucrative method of leveling up.

Working with other players is even more lucrative, and seems to be the only truly efficient way to power up. The apparent hope is that even those misanthropic gamers who prefer to always take the lone-wolf route will instead decide to team with friends or nearby strangers to complete quests.

Then, having been sucked into the joys of multiplayer, the former solo player will join a team and go into battle with other players in the game's grand-scale player-versus-player combat mode.

The player-versus-player system is full-featured and works well in practice -- I saw it for myself when I played the beta test. But since the game's official launch Sept. 18, I haven't observed enough players taking part in the battles for it to truly shine.

At the time of this writing, player-versus-player in Warhammer is, at best, on par with Age of Conan. But in a few months, if things go as expected, PvP in Warhammer will simply be the best available in any MMO -- and that includes the additions to Warcraft that I experienced in the Wrath of the Lich King beta.



The key to Warhammer's awesome PvP (even for people like me who don't generally like it) is in its sensation. Most MMOs simply put one force in front of another in a large field to replicate warfare. But Mythic obviously went to a lot of trouble to craft structure and nuance into the PvP game.

Those familiar with Mythic's Dark Age of Camelot will see that game's influence here. Players are tasked with fighting for their faction's realm, and by defeating huge hordes of enemy players they earn bonuses to be enjoyed by all their allies. Not only does this give fans a reason to murder their opponents, it also instills a sense of camaraderie amongst the game's two factions. I won't say you'll never encounter the stereotypical angry 15-year-old who wants nothing more than to insult your mother, but in all the time I've played Warhammer, players seemed to truly respect each other's right to enjoy the game.

Aesthetically and aurally, Warhammer is stunning. The game doesn't require a monstrously powerful computer, even at its highest detail levels, and yet each character and location is meticulously detailed, dark and moody. The musical accompaniment is epic and sweeping, and the sound effects are both numerous and varied, whether you're slaying High Elves or merely wandering through a scenic beachfront swath of land.

Warhammer's back story is also much more fleshed out than almost any other MMO's. Owing to the franchise's decades of existence in the role-playing world, the game has almost endless depth to draw upon and does so to great effect.

Not only is the story constantly revealed to you by almost every in-game action you take , but the game itself tracks your personal history via a clever "tome" system. It may not mean much to the core gameplay, but giving longtime players a recorded history of their exploits and a list of ways in which it actually ties into the history of the universe is one of those things that makes the experience that much more engrossing.

I discussed Warhammer with a group of friends with whom I've been playing MMOs for years. We'd all attempted to enjoy Age of Conan, but like many other MMO fans, we found that it didn't quite live up to expectations.

"The key to Warhammer Online," a friend said, is that "it's the first post-World of Warcraft MMO to exhibit the polish necessary to actually compete" with Blizzard's mega-hit from the first day it's available on shelves.

Though the game currently lacks the polish and near-endless stream of content that World of Warcraft has developed over the last four years, it is easily the second-best MMO on the market, which is no small feat. If you're a longtime Warcraft fan looking for something new, or simply want to break into the MMO genre with something other than the de facto market leader, Warhammer Online is your best bet.

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