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PC Gamer
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title="Permanent Link to Heroes of the Storm will soon introduce customisable ‘Artifact’ slots">hots







Wondering where you're going to spend all that Heroes of the Storm gold? Blizzard has announced it will introduce a whole new progression system in the next Technical Alpha patch. In a nutshell, it's basically HotS's equivalent to League of Legends' Runes: there are three Artifact slots all up, with the first available free once the player has reached Level 15. After that, players will need to pay gold in order to unlock the second two.



The free slot will hold gems, while the other two will hold relics and trinkets. Each of the three Artifact categories vary: for example, gem artifacts are mostly simple buffs to attack, damage and health, while relic artifacts are generally a mix of several different advantages. See the full breakdown below. One of each Artifact category can be taken into a match.



Artifacts can also be levelled up, but each rung of the levelling ladder will require more gold. So while a level 1 gem, for example, will cost 100, a level 10 gem will cost 1,000.



Of course, there are huge ramifications related to matchmaking and balancing. The concept of Artifacts hasn't exactly been embraced by the HotS player base, but we'll need to wait and see how Blizzard implements them, and the tweaking they'll no doubt receive far into the future.



Gem Slot



Bold Amethyst

Increases maximum health by 1.5% per rank, up to a maximum of 15% at Rank 10.



Brilliant Topaz

Increases ability damage by 1% per rank, up to a maximum of 10% at Rank 10.



Nexus Sapphire

Grants a shield equal to 1% of the Hero s maximum health per rank, up to a maximum of 10% at Rank 10. (Shields recharge after a player hasn t taken damage for approximately 8 seconds).



Primal Ruby

Increases basic attack damage by 1% per rank, up to a maximum of 10% at Rank 10.



Royal Diamond

Reduces cooldowns for abilities by 1% per Rank, up to a maximum of 10% at Rank 10.



Skyfire Emerald

Increases speed of basic attacks by 1% per rank, up to a maximum of 10% at Rank 10.



Relic Slot



Alexstraza's Scale

Increases health regeneration by 0.1% of your maximum health per second per rank, up to a maximum of 1% of your maximum health per second at Rank 10.



Nathrezim Blood Orb

Basic attack damage dealt restores health by 1% per rank, up to a maximum of 10% at Rank 10.



The Coin

Increases mana regeneration by +.1 mana per second per rank, up to a maximum of +1 mana per second at Rank 10.



Worldstone Shard

Increases damage vs. minions and structures by 1.5% per rank, up to a maximum of 15% at Rank 10.



Trinket Slot



Goblin Jumper Cables

Decreases death timer by 2% per rank, up to a maximum of 20% at Rank 10.



Khaydarin Amulet

Increases maximum mana by 4% per rank, up to a maximum of 40% at Rank 10.



Riding Crop

Increases Mount Speed by 2% per rank, up to a maximum of +20% at Rank 10.



Wirt's Leg

Increases base movement speed by 0.5% per rank up to a maximum of 5% at Rank 10.
PC Gamer
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title="Permanent Link to Frozen Endzone renamed to Frozen Cortex; huge update rolls out">frozencortex







If you're making a game, I suppose that means you're allowed to call it whatever you like. I suppose that also means you can change the name of the game whenever it suits you. That's what Mode 7 has done: fed up with what it believes is a "rubbish" name, it's decided Frozen Endzone is now Frozen Cortex. Another motivation for the name change is to shrug off the Madden connotations of 'Endzone'.



Of course, if you've played the Early Access or read our previous impressions of Frozen Cortex, then you'll already know it's nothing like Madden. For those with an eye on the game, a substantial new update to the Early Access edition will be of more pressing concern. It includes new stadiums, better AI and big improvements on framerate. The full patch notes are below, followed by a new trailer.



- OSX and Linux versions

- New pitch, ball and animations

- Completely overhauled AI including much faster performance and much more intelligent play

- Five new stadiums

- Significant performance improvements: frame rate should be 50-100% improved on most hardware

- Big loading time improvements



UI improvements:



- Throwing UI improved

- Intelligent interception-radius rendering

- indicator for whether a move location is safe or not

- Minor rules changes to reduce the need to keep playing when the match is clearly over ; other gameplay improvements

- Quite a few new gameplay options to play around with in the Custom Game editor.

- Significantly updated in-game commentary text

- Other minor changes







 
PC Gamer
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title="Permanent Link to The Room will release on Steam next week in ‘fully-enhanced’ HD">theroomsteam







You can relax, because soon you'll have the option to unlock mysterious boxes in 'fully-enhanced HD'. The Room, a very well-received iOS and Android puzzle game released in 2012, will hit Steam on July 28. The video above compares the older versions with the updated PC edition, which replaces most of the game's assets with high poly 3D models. Volumetric lighting with real time shadows have also been added, while the 'Epilogue' DLC pack will come bundled in the package.



The game will no doubt play a bit differently to the earlier editions, which relied heavily on gyroscope controls. Players are tasked with unlocking a series of boxes with increasing complexity. There are four boxes to begin with but, lo and behold, these boxes contain even more boxes. It's the work of British studio Fireproof Games, which boasts former talent from Criterion. A sequel, The Room Two, is already available on iOS but no word on a PC edition as yet.
PC Gamer
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title="Permanent Link to Hearthstone’s Curse Of Naxxramas – Arachnid Quarter verdict">Naxx_top







After weeks of being drip fed info about Curse of Naxxramas, Hearthstone s single-player expansion, last night the Hearthstone subreddit had an almost Christmas Eve mood about it. Earlier, Blizzard had splurged the remaining cards over the game s Facebook page, triggering a wave of combo theorycrafting that was as excitable as some of it was improbable. So, uh, I could play Echoing Ooze while Sword Of Justice is equipped, give it Blessing Of Kings, and at the end of the turn I d have a 6/7 and a 7/8 Ooze because the Sword will proc a second time? Sure! Maybe! Let s find out!



Truth is, these new cards Curse of Naxxramas will add 30 in total as its five wings open up over the next five weeks are desperately needed. After several months of riotous post-launch fun, Hearthstone s metagame has stabilised around a handful of decks that are mostly based on bursting your opponent s health down with brutal combos. Before today you couldn t swing a Wisp on the ranked play ladder without hitting a Double Roar Druid, Miracle Rogue or (ugh) Zoolock. Without the injection of these new cards, there was a real risk of stagnancy.



But now Naxx is here and the hype is very much real. Or at least it is when the servers are working, which they weren t for much of the afternoon. Slammed, presumably, although (as usual) it seems bizarre this wasn t planned for. Fortunately, I managed to clear all three boss battles on normal, plus the two class challenges, despite multiple disconnections, earning myself six new cards for my troubles. And, here s a caveat for you, I did that in just over an hour.



This first wing, The Arachnid Quarter, is free to enter over the month-long course of Naxx s launch, but each subsequent wing costs real cash or in-game gold. (Bundles are available. Pricing details here.) The ease with which you can race through the unlocks may give some pause for thought, but I should also add that I used the leaked info about the bosses to pre-build some decks I thought would be effective. Which they partly were. Here s how the the first wing played out for me...





Anub'Rekhan

Reward: Haunted Creeper

Deck used: Freeze Mage variant

The new Naxxramas themed board looks as gloriously spidery and slimey as expected. The first boss is Anub Rekhan, a Nerubian lord who summons 3/1 spiders for the price of 2 Mana. (Somewhat better than the Paladin s 1/1 dude hero power.) Reasoning that I need to be able to ping these spiders consistently, I opt for a modified version of the Freeze Mage deck, with plenty of burn it to finish the big bug off.



I can almost sense the AI s irritation as I draw Mirror Image, and then play a Sorcerer s Apprentice. Unable to bust through the 0/2 Taunts quickly enough, I m able to use the Water Elemental and Azure Drake to maintain board control. Around turn 7 I draw my Pyroblast, and from there it s a simple matter of chipping his health down to 10. In the end I actually finish him off a turn early with a Thalnos-powered Fireball. Anub Rekt! *high fives self*.





Grand Widow Faerlina

Reward: Nerub ar Weblord

Deck used: Black & Blue Warrior

Next up, it s the pleasing anime stylings of Grand Widow Faerlina. Her hero power involves firing a salvo of missiles, the number of which depends on how many cards you re holding. Clearly I need to empty my hand fast, so I opt for a variant of Reynad s infamous Zoo deck and promptly get my ass handed to me. Serves me right for straying onto the path of aggro evil.



I return with Blackacre s recent Control Warrior build, and get pretty lucky. I decide to go completely ham in the midgame, sending an Argent Commander at her face despite having no other cards left and facing a formidable board. With the Widow on 3 health, but likely having lethal damage against me next turn, I luckily top deck a Fiery War Axe and finish her off. Much to the terror of Tom, our intern, who I almost hug. Next!









Maexxna

Reward: Nerubian Egg & Maexxna

Deck used: Maxxed Out Warrior

The final boss of the Arachnid Quarter is, appropriately, a big-ass spider. Maexnna s power is to return a random one of your creatures to your hand for 3 Mana. To counteract this I again go for a Control Warrior, but this time with additional weapons and more Minions that have Charge to ensure I get my damage in quickly. Initially things go exactly according to plan, and I manage to deal with a Sea Giant using Cruel Taskmaster and Execute.



However, the arrival of a Sludge Belcher (the new 5 mana upgrade on Senjin Shieldmasta which leaves behind a 1/2 Taunt behind it), stops me in my tracks. I end up having to run Leeeeeroy into it and then things get close. Late on another lucky top deck, this time Gorehowl, secures me the win. GG, AI. But the cards are mine now.







Next page: Class challenges, Heroic Mode and verdict









Class challenge: Druid

Reward: Poison Seeds

Each week/wing also comes complete with Class challenges, enabling you to earn a new Hero-specific card. I tend to main Druid, so tried this one first, and it was a complete blowout. There were spiders everywhere. I think some of them might still be in what remains of my hair.



Second time around I breezed through the match, drawing into a couple of Swipes, plus some Nerubian Eggs I was able to activate. I think without the element of having to craft your own bespoke deck, these class challenges are arguably even easier than the normal bosses, because all you have to do is play the hand you're dealt as efficiently as possible. To be honest, these seem as much about introducing you to how the new cards work as anything.



I plan on using Poison Seeds in my Midrange Druid deck, having recently experimented with running Naturalized as a high risk form of emergency hard removal. I'm still not sure how handy it will be though, beyond wrecking a Handlock's double Taunted Molten Giant board. To be honest just doing that once will be enough value to last me a lifetime.

Class challenge: Rogue

Reward: Anub ar Ambusher

Finally, it was the Rogue challenge, which again sees you pitted against Maexnna. Her hero power didn t give me any more trouble this time around though either, thanks to obvious synergy with a card like SI:7 Agent s ability to do 2 points of combo damage when played. There s some lovely flavour in the encounters though, with Naxxramas s necromantic overlord Kel Thazud chipping in with quips at key moments. ( Sea Giant, Maexnna? That s not on my approved card list. )



Having blasted through the three bosses on Normal, Heroic mode awaits, and the step up in difficulty is substantial. As an example, Anub Rekhan s hero power gets upgraded from summon a 3/1 Nerubian for 2 Mana to summon a 4/4 Nerubian for 2 Mana . The bosses also now have a 45-point health pool. Suffice to say I m yet to crack any of them, and there s potentially quite a bit of replay value (and frustration) to be had here as you try to come up with cheeseball strategies to overcome them, assuming you resist the temptation to net deck someone else's solution.



I will say that it feels like a pity that the only reward for clearing Heroic mode in all wings is another new card back. Pretty though it most definitely is, it hardly seems commensurate with the effort required. Although I suppose the same could be said for grinding to Legend. My preference would have been for Team 5 to stick with what appeared to be the original plan, and have gold versions of the new cards as bait for beating the Heroic bosses.



I keep coming back to the value and replayability of Naxxramas out of a sense of duty. The truth is, as a hopeless addict who s already spent quite a bit on packs, (whilst appreciating that paying for anything remains anathema to many Hearthstone players), I was always going to fall on new content like a hyena ravaging Savannah Highmane s still warm corpse. Overall, my take is that you re going to want these cards. They re fun and creative, with many using the previously underrepresented Deathrattle mechanic to intriguing effect. Moreover, you re going to need them. They re going to re-define so many deck archetypes over the coming weeks. Server strife aside and it should be noted that it still seems very laggy this is a fun start, and has only whetted my appetite further for the next four wings. Mmm, wings.
PC Gamer
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title="Permanent Link to Aperture Tag: The Paint Gun Testing Initiative review">Aperture Tag review







Aperture Tag is a mod for Portal 2 that removes the portal gun and replaces it one that fires gel: repulsion gel, which makes you bounce higher, and propulsion gel, which makes you move faster. Jumping and running, in other words, replaces portals as the main tools to solve puzzles with. Unfortunately, there's no replacement for Portal 2's other elements, like enjoyable voice acting, excellent writing, and a well-balanced level of challenge. And, unlike most mods, Aperture Tag adds a price tag, meaning the first puzzle to solve is: should you pay for this?



There are just over two-dozen test chambers in Aperture Tag, though a couple are recycled from the original game, though they're spiced up by having no portal gun to solve them with. The early game is slow to evolve, giving you only the repulsion gel to play with for a long while. I understand the modders wanting to ease me into the mechanics of the gels, but you can't play the mod without owning Portal 2, and if you own Portal 2, chances are you've played it and already know how everything works. A shorter refresher course would have been welcome.



Once both gels are unlocked, the game ramps up the complexity, though unevenly. I found a couple of early chambers surprisingly vexing while some endgame puzzles were so easily solved I felt like I'd missed something. Even when puzzles are good, they can be spoiled by poor design choices: in one chamber, I'd solved the room in my head but it still took a while to beat solely due to the way a faith plate-launched weighted cube landed, which seemed unfair. I'm happy to have my brain and reflexes tested, but not thrilled to have to repeat a sequence because a cube took a few bad bounces. A small handful of test chambers, however, are genuinely satisfying to solve, utilizing gels, blocks, buttons, mirror cubes, force fields, and yes, even portals (they do show up from time to time, but can't be placed by the player).



No portal gun, but still a few portals.

It ain't the paint

Repetition is an issue. One of the first tricks we learned playing with gels in Portal 2 was that laying down a line of speed gel and ending it with some bounce gel gives you an awesome, rocketing leap. Aperture Tag requires this on so many of its levels that it feels like a pointless added bit of work, as if the modders just ran out of gel-related challenges and kept reusing this initially enjoyable gimmick. Also, while it takes just a mouse-click to reposition a portal in the vanilla game, slathering walls and floors in paint takes time and isn't particularly fun to do repeatedly in the same chamber. This becomes a problem since the mod's later chambers almost exclusively feature toxic floors, meaning that missing a jump is punished by death, often undoing all your careful (or sloppy) painting and discouraging haphazard experimentation. That said, the auto-save system works pretty well, saving your game at multiple steps throughout some of the longer and more elaborate puzzles.



Do you love poison floors? I hope so.



One nice addition is the "Fizzler," an energy field that switches one or both barrels of your paint gun on and off, and figuring out how to properly paint areas when your gun has been partially or completely disabled adds another level to the puzzle-solving. The mod could have used a few more new ideas like this. I was hopeful after spotting what looked like a new brand of sentry turret early on, but it didn't act any differently, and by the end of the game the turrets revert back to their original appearance not to mention that with unlimited bouncy gel at your disposal, turrets are easily beaten. I didn't notice much in the way of custom art assets, either, and there's no real use of cinematic physics (such as Wheatley mashing enormous test-chambers together in Portal 2) meaning the mod is mostly a static series of connected test chambers, with one exception.



The centerpiece of the mod is a time-based speedrun that requires you to zoom down a series of twisting corridors and launch yourself off ramps at breakneck speed, projecting gel ahead of you to keep up your momentum and bounce at just the right times. While exciting and satisfying to beat, this sequence is hurt by the lack of preparation for it, featuring only one brief sequence of gel-racing earlier. Also, when you're rocketing along at top speed, the gel you're splattering ahead of yourself actually lags a bit behind, making it tough to tell if you're painting the landscape ahead properly. Even the modders seem to recognize this sequence is overly difficult: they've provided a big red button that lets you skip it entirely.



Not the most subtle of traps.



Several attempts at a story, misdirection, surprises, and humor are made, but all fall flat. The personality core leading you through the test chambers isn't exactly irritating, but his jokes certainly aren't funny, and apart from "generally upbeat" it's a struggle to even pin down what his personality is. I wasn't expecting anything approaching Valve's level of writing, story, or performance, but if a mod is going to include lots of talking, its character should have something more interesting to say.



This mod is for sale on Steam. I'm all for modders getting paid for their work, and clearly a lot went into this mod, but I'd say their price is a tad optimistic for what you get. In the Steam Workshop, there are a few hundred thousand custom test chambers to explore for free.



Details

Expect to pay: $7/ 5

Release: Out now

Developer/Publisher: Aperture Tag Team

Link: http://bit.ly/1qkNvz7
PC Gamer
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title="Permanent Link to Humble Square Enix Bundle features Daikatana, Deus Ex and 14 more">Deus Ex: Human Revolution Mole







The Humble Square Enix Bundle may not be the most universally-solid collection of games ever assembled an unavoidable consequence of inviting Kane & Lynch 2: Dog Days to the party but it's still a pretty great package. There's Thief (one of the good ones), all the Deus Ex games, Anachronox, and even Daikatana.



It's Square Enix's turn to dial up a Humble Bundle, and it's doing a pretty bang-up job of it. 16 games are up for grabs this time around, in the usual three-tier hierarchy: Pay what you want (with a minimum of $1) for Thief Gold, Daikatana, Mini Ninjas, Anachronox, Hitman: Codename 47 and Hitman 2: Silent Assassin; beat the average to add on Deus Ex: Invisible War, Deus Ex: The Fall, Hitman: Absolution, early access to the Nosgoth Veteran Pack and Battlestations: Midway; and blow $15 or more and top it off with Deus Ex: Human Revolution Director's Cut, Just Cause 2, Lara Croft and the Guardian of Light, Deus Ex: Game of the Year Edition and Kane & Lynch 2.



Odds are that you've played most of the best of the best of the games in this bundle, but if you've missed a few of them, this is a great way to catch up. I'll go even further than that and say that Deus Ex: Invisible War was actually pretty decent, and Daikatana was nowhere near as awful as it's made out to be it's just the victim of a remarkably ill-considered marketing campaign.



More games will be added to the "beat the average" tier in one week, and while it's all very hush-hush, I'd be willing to bet that Thief 2 and 3 will be among them. The Humble Square Enix Bundle supports the GamesAid and Make-A-Wish charities and runs for two weeks, which means it all comes to an end on August 5.
PC Gamer
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title="Permanent Link to Battlefield Hardline pushed into 2015">Battlefield Hardline







Back in June, the Battlefield Hardline debut trailer revealed that the game would launch on October 21. Today, however, DICE VP Karl Magnus Troedsson announced that the cops-and-robbers shooter has been delayed until 2015, so the studio will have enough time to properly implement the ideas and improvements that emerged from the June beta.



In a new Battlefield Blog post, Troedsson said DICE has been looking into "ways we could push Hardline innovation further and make the game even better" based on feedback from gamers who took part in the beta. "The more we thought about these ideas, the more we knew we had to get them into the game you will all be playing," he wrote. "However, there was only one problem. We would need more time. Time that we didn t have if we decided to move forward with launching in just a couple of months."



The studio thus elected to move the game into early 2015, while it focuses on "multiplayer innovation," improving the single-player story mode and, perhaps most important of all, doing everything it can to ensure that it's stable at launch. "We have learned a lot from Battlefield 4, are continuing to learn from our Community Test Environment and will learn more from another Hardline beta," Troedsson wrote. "More time allows us to surface issues that the team can attempt to fix prior to launch."



The delay could also be seen as evidence that Electronic Arts CEO Andrew Wilson was serious about his promise to implement a "fundamental shift" in how it makes games: In June, he said the publisher would maintain a greater focus on quality control throughout the development process and, more to the point, be willing to delay a game if it proved necessary.

PC Gamer
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title="Permanent Link to Dragon Age: Inquisition delayed until November">Dragon Age: Inquisition







EA today announced that Dragon Age: Inquisition has a new release date: November 18 in North America, and November 21 in Europe. The game was originally slated for an October 7 release, but developer BioWare says in today's update the six-week delay will make for a better game.



"Since we began working on Dragon Age: Inquisition almost four years ago, our goal was to create the best Dragon Age experience ever. It was that goal that motivated many of our decisions: moving to Frostbite, bringing race choice and customization back, improving tactical camera, building a team of characters whose relationships evolve based on your actions, and most importantly, crafting an epic, nation-spanning story that both draws upon past games and takes you to many new places in the realm of Thedas," Dragon Age: Inquisition Executive Producer Mark Darrah wrote in the update.



"I m privileged to be a part of a team that has been working very hard to surpass every measure they ve set for themselves. That has meant completing huge amounts of game content, fixing bugs both big and small, and improving the overall experience," he continued. "This last bit of time is about polishing the experience we want you to see. Ensuring that our open spaces are as engaging as possible. Strengthening the emotional impact of the Hero's choices. And ensuring the experience you get is the best it can be in the platform you choose to play on."



The choice to hold back Dragon Age: Inquisition, even for such a relatively brief time, may well be a reflection of EA CEO Andrew Wilson's June promise to be more willing to delay games when necessary rather than rush their launch to meet some arbitrary deadline. This won't be the only measure of that strategy's success: EA also announced today that Battlefield Hardline has been pushed back from October 21 to sometime in early 2015.

PC Gamer
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title="Permanent Link to League of Legends cinematic A New Dawn shows six minutes of champion murder">Wallpaper_AhriFallenFULL







I can say with a good degree of confidence that you don't need to be a League of Legends fan to appreciate the surprisingly brutal six-minute cinematic A New Dawn. I'm almost as confident that if you are a non-fan, you'll be at least slightly more interested in the game after watching the video than you were before.



I myself stand among the ranks of those who don't play League of Legends, and yet I watched this video twice, from start to finish, compelled by its impressive attention to detail and occasionally remarkable viciousness. I suppose this technically qualifies as a spoiler, so consider yourself warned, but it's essentially a series of brutal murders for reasons I can't quite fathom other than, "They were there."



Riot doesn't have a whole lot more to say about it on the New Dawn page, which offers some really nice wallpapers featuring concept art and screen caps. "Following A Twist of Fate, we created A New Dawn to explore fleshed-out champion interpretations and brutal team fights in ways they ve never been seen before," it says. Somewhat more informative regarding the motivations behind the effort is a "behind the scenes" video that's very entertaining in its own right.



"The goal of this particular piece is, we wanted to dive into the League of Legends universe with a bigger, more diverse cast," Rylan "Riotsilverfox" Davies says in the video. "I think it's just about fleshing things out, like, who are these characters, what is the world really like that they live in? When you play the game, you get a very small piece of a much broader story that we want to tell."



I know this trailer has absolutely nothing to do with what League of Legends is actually like, but even so I can't deny that it gave me an itch to dig into it a little deeper. Anyone else?
PC Gamer
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title="Permanent Link to Dungeon Defenders Eternity bundles game, DLC and new content on Steam">ss_2cc5202459ef4a2303754fc1be9047f983f59b30.1920x1080







Nearly three years after Dungeon Defenders came to the PC, the "definitive version" of the game is available as Dungeon Defenders Eternity, an all-in-one package offering "previously released material, new content, redesigned gameplay balance and cross-platform play." It is not, however, the sequel, which is still in the works.



A tower defense/RPG hybrid, Dungeon Defenders didn't knock it out of the park in our review, but it was a big success nonetheless, moving more than one million copies across all platforms by early 2012. That was enough to spur a sequel, announced in 2013, and while work continues on that, developer Trendy Games has made it a little easier to pass the time by bundling up the original with new features, new options and new levels.



"As we get closer to the arrival of Dungeon Defenders 2, we re thrilled to revisit the title that forged the franchise," Darrell Rodriguez, CEO of developer Trendy Entertainment, said in a statement. "Dungeon Defenders Eternity is in many ways a product of our players, built around feedback from fans. Having an open dialog with our fans is core to all our efforts at Trendy, and that same philosophy is being actively applied to our work on the sequel as well."



While it's essentially the same game as the original, it's been "rebuilt from the ground up," with rebalanced heroes, a redesigned loot system and more tools for players to use in defense of their dungeons. It also adds visible armor, a new dashing system, consumable boosters, increased security by way of dedicated servers and four new missions, with more planned as free add-ons in the future.



Dungeon Defenders Eternity is available now from Steam for $15, a launch week promotion of $5 off the regular price. Gamers who already own Dungeon Defenders will get 45 percent off the regular price until September 22, and anyone who buys it will also get exclusive items, titles and pets in Dungeon Defenders 2 when it launches.
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