Diablo III Players Discover New Secret Cow Level

Diablo III Players Discover New Secret Cow Level

Diablo III Players Discover New Secret Cow Level

In honor of an artist who worked on World of Warcraft and Diablo, and who passed away two years ago, Diablo devs secretly snuck a mini-event into Diablo III. It’s a special version of the famous Cow level and players found it pretty quickly.

It’s very easy to unlock compared to other Diablo III secrets. You only have to go to Immortal Throne in Act III’s Ruins of Sescheron. The dungeon is randomly generated, but the throne room is always in the west-northwest part of the sanctum. Once there, Kanai’s soul will awake and open a portal to a special version of the Cow level.

Here’s a video by YouTuber MadTom showing the process:

The Kanai event has actually been present since Patch 2.4.0 launched, but is only available during March – the real world birth month of Kevin Kanai Griffith, the artist for whom Kanai’s Cube (and King Kanai) is named.

For those of you who may not know, Kevin was a talented and dedicated member of the Diablo III development team who passed away in October of 2014 from a rare form of cancer.

It’s worth checking out the event quickly, especially if you haven’t seen the Cow level yet: According to Blizzard community manager Nevalistis, the portal to Kanai’s Stomping Grounds will be gone at the end of March.

Diablo III Players Discover New Secret Cow Level

Spider-Man Is Totally Okay With Letting Someone Else Be Spider-Man

Spider-Man Is Totally Okay With Letting Someone Else Be Spider-Man

Spider-Man Is Totally Okay With Letting Someone Else Be Spider-Man

The original wall-crawler is a little salty about Miles’ costume, though. Because even he has to admit that it’s cooler.

Spoilers follow.

Spider-Man Is Totally Okay With Letting Someone Else Be Spider-Man

For those who may not know who Miles Morales is, he’s a teenage Spider-Man from a now-dead alternate universe. He started webbing up bad guys after the death (and eventual resurrection) of that universe’s Peter Parker and became part of Marvel’s main Earth-616 reality in the aftermath of the publisher’s bigSecret Wars event.

One of the big questions surrounding Miles’ intergration into the mainline Marvel Universe was how the publisher was going to handle the relationship between Peter and Miles. Spider-Man #2 gives readers a look at the two Spider-Men’s first meeting. Written by Brian Michael Bendis, with art from Sara Pichelli, Gaetano Carlucci, Justin Ponsor and Cory Petit, it shows Peter both endorsing and kvetching about the new web-slinger.

Their initial encounter gets presented in a flashback as a random run-in. There’s no mention of Miles’ Ultimate Universe history. As far as Peter seems to know, this is just another kid with spider-powers and web-shooters who jumped in to help.

Spider-Man Is Totally Okay With Letting Someone Else Be Spider-Man
Spider-Man Is Totally Okay With Letting Someone Else Be Spider-Man
Spider-Man Is Totally Okay With Letting Someone Else Be Spider-Man

What I enjoyed most about this issue is that you can get a sense of how Miles is going to be different than Peter. He quips a bit, as his predecessor does, but comes across as less angsty and more earnest than Peter did in his earliest adventures. Bendis writes Miles as a kid who gets to follow in the footsteps of his idol, which builds sympathy for the new Spider-Man. But that sympathy isn’t universal. When a nervous cop points a gun at Miles after he saves the day from rampaging demon prince Blackheart, saying he doesn’t know who he is, Peter Parker’s response says it all.

Spider-Man Is Totally Okay With Letting Someone Else Be Spider-Man

The difference in melanin levels between the younger and older Spider-Men doesn’t go unnoticed in the fictional Marvel Universe. In a sequence showing clips of a reaction video, a young fan waxes enthusiastic about the world’s increasing superhero diversity. However, Miles isn’t exactly okay with all of what she says.

Spider-Man Is Totally Okay With Letting Someone Else Be Spider-Man

Other parts of Spider-Man #2 show more cantankerous media reactions to Miles’ world-saving debut and push forward the idea that Miles will be filling the Spider-Man void left in Manhattan, since Peter is now the jet-setting CEO of a high-tech company. Spider-Man #2 deftly does the necessary work of making it feel like Miles Morales belongs in the Marvel Universe. The driving tension is all set up: he’ll have to reckon with Peter Parker’s legacy and deal with the public’s perception of him, with context that Peter never had to confront. So far, this series is off to a very good start.

Spider-Man Is Totally Okay With Letting Someone Else Be Spider-Man

In The Shadow of the Minecraft Colossus

In The Shadow of the Minecraft Colossus

In The Shadow of the Minecraft Colossus

Oh. Um… hi.

Colossi: giant statues in the real world, gargantuan creatures in fiction. They terrify and inspire awe, even (especially) when they’re painstakingly built by hand in Minecraft. 

This particular colossus was built by PlanetMinecraft’s Divici, who’s otherwise known for his anime- and LOTR-related builds, over a two-week period. He actually made two versions of the colossus, with the first one called the Harmony Giant:

In The Shadow of the Minecraft Colossus
In The Shadow of the Minecraft Colossus
In The Shadow of the Minecraft Colossus
In The Shadow of the Minecraft Colossus

and the second one called the Supremacy Giant, which has giant turrets attached to it and is missing its horns. It’s also found on a winter map, frozen in the same pose as the Harmony Giant, which makes me think it’s the corpse of the Harmony Giant, but converted into a fortress of some kind. Sad.

In The Shadow of the Minecraft Colossus
In The Shadow of the Minecraft Colossus
In The Shadow of the Minecraft Colossus
In The Shadow of the Minecraft Colossus

You can download the two giants here, if you’d like a closer look.

In The Shadow of the Minecraft Colossus

Minecraft comes to Oculus Rift – hands-on in the virtual world

Minecraft comes to Oculus Rift – hands-on in the virtual world

It is the sense of scale that hits you. Despite intentionally blocky visuals, the open-world building game Minecraft has always produced landscapes of great diversity and beauty. To stand on a hillside and see the plains extend out for miles in all directions remains a great pleasure, even four years after its release.

But visiting the game in virtual reality, actually standing among the craggy chasms, being able to look up at the looming mountains, seeing them extend into the sky far above you … this is a new, rather breathtaking experience.

In September Oculus founder Palmer Luckey announced a new version of Minecraft would support his company’s VR headset, the Oculus Rift. The original Java version of the game has been unofficially running on the hardware for over a year thanks to the efforts of the fan community, but the results have been mixed. This one is being co-developed by teams at Mojang (the game’s original developer), Oculus and at Microsoft’s Redmond campus, using the new Windows 10 iteration of the game, which will be the default going forward.

The sense of height and scale is accentuated in Minecraft Oculus. Tall mountains and buildings are a lot more daunting
 The sense of height and scale is accentuated in Minecraft Oculus. Tall mountains and buildings are a lot more daunting. Photograph: Microsoft

“Just getting it on to the headset seemed hard to begin with, but that was just the start of the challenge,” says Mojang’s Tommaso Checchi. “We got it running in 2014, but then we had to go through and make the game actually work VR. It’s hard to hit a balance where the game is comfortable but still feels perfectly like Minecraft, and you can still play with other people on the same server. VR has one problem – it’s hard to pull off an experience where you can move and rotate freely in a vast open world.”

At the Xbox spring showcase in San Francisco, Microsoft is showing off a demo map, prepared especially to show off the potential of VR Minecraft. The first thing you see when you put on the consumer headset, is a Minecraft-esque room with a large TV screen showing the map you’ve just opened. You can actually sit down and play the game like this – on a 2D virtual display within the VR environment, as though you’re playing it on a normal TV. The development team sees this as a crucial part of the VR ‘on ramp’. “It’s overwhelming at the start,” says Microsoft’s Saxs Persson, who has also been working on the Hololens version of the game. “That’s why we start it in a living room, with a screen which is showing you Minecraft – because throwing you in there freezes people. This way, you get a chance to situate yourself, and it calms down the sensory systems, otherwise being fully immersed and moving around … it can be uncomfortable.”

What works in VR – and what doesn’t

A big part of the conversion process has been learning what works and what really doesn’t in a virtual reality experience. The VR development community is starting to establish a few basic rules, and one of them is that there can be no screen movement that isn’t instigated by the player – it’s a one way trip to nausea. “We’ve done a ton of user testing,” says Persson. “At first we just ported it over and put people in the world, and while it was technically Minecraft it wasn’t a good experience. I lasted about five seconds and then I was sick. It just isn’t made for VR: the controls, and simple things like screen shake when something his you – it throws you off kilter.”

According to Persson, the team went through and systematically tweaked how Minecraft works: “We changed the movement: how you jump and turn, how swimming feels and how hit reactions affect the screen. And we had to change the way boats and mine carts worked too.”

In the the Oculus version of Minecraft, the development team has had to remove the screen shake that usually accompanies being hit by a sword or arrow
 In the the Oculus version of Minecraft, the development team has had to remove the screen shake that usually accompanies being hit by a sword or arrow. Photograph: Microsoft

Some problems have been less expected though. “One thing we found out recently is that dimly lit caves can make you sick,” says Checchi. “We think it’s because people try to really focus on details, but things shift and blur in the darkness as you move. We’ve tried to fix that.”

Once you’re ready, you can select to enter the Minecraft map, and then you find yourself immersed in the blocky environment, able to look around in all directions, as though it’s a real place. The game works with an Xboxcontroller, which you use to move around and interact with objects in the usual way – it’s just that the very slick head tracking replaces the need to look around with the analogue stick. It takes a little while to get used to directing the cursor with your head, especially when trying to open a chest or use a crafting table, but you do eventually acclimatise.

The demo starts in a small field beneath a large mountain range. When you look up, you see a distant castle right at the top of a vast peak. For a second it seems almost impossibly distant and imposing – it feels like an epic journey away; when you play Minecraft on a 2D screen, the scale of the worlds, the heights, depths and lateral distances that the environment contains, are just numbers, but being inside the world, suddenly the distances are palpable.

Chris Smith, a Microsoft developer who spent a week designing this map, is an enthusiastic guide. He directs me to a minecart and when I clamber aboard the vehicle powers up and takes me very quickly up a steep incline along the mountainside. It feels like being on a rollercoaster simulator, and this was the only point where I began to feel a little bit of motion sickness (other journalists reported mild nausea at different stages in the demo). As you reach the top, you can look round in all directions and get this rather unsettling feeling of height – it’s something Smith plays with later, by featuring a high bridge created out of glass blocks: you look down as you walk and see the valley surface seemingly hundreds of metres below.

Smith also shows off some impressive red stone machines he’s made; one fires TNT crates into an enormous target which explodes and reveals a massive sculpture of an enderman modelled out of obsidian. We walk for a while among the trees while chickens flutter about around us, looking ridiculously cute and tangible in their new virtual forms.

Inside the castle though, the mood is darker. I very quickly run into a skeleton, which is often a slight shock in the 2D version of the game, but in the virtual world, with those dead eyes staring at you as it fires arrow after arrow, it’s actually pretty scary. Later, I’m rescued by some of the game’s giant Iron Golems, which tower above my character. Again, it’s a whole new feeling of scale and immersion – you get a sense of yourself as a rather puny physical presence in the world rather than a demigod-like figure.

‘You can look each other in the eye’

That sense of embodiment is also going to make this game interesting from a social standpoint. Players will be able to access any Minecraft server and play against people using standard 2D screens on PC and smartphone. But it’ll be fascinating when groups of friends are using Oculus and meeting together in VR Minecraft.

“One thing we’ve seen when playing with multiple people in VR is the heads are so expressive now, you can look each other in the eye – and that has certain connotations,” says Persson. “Some competitive multiplayer mini-games are just more fun now. Digging out underneath your buddy and then watching them looking up at you as they fall with these pleading eyes. It’s so different. And acting out, doing choreographed moves together, it’s super fun. It feels like you’re there, so the sort of things you want to do are slightly different.”

The world’s inhabitants feel a lot more tangible in virtual reality. While enemy mobs are more threatening, chickens increase in cuteness
 The world’s inhabitants feel a lot more tangible in virtual reality. While enemy mobs are more threatening, chickens increase in cuteness. Photograph: Microsoft

One problem with VR Minecraft as a social platform is that it doesn’t support keyboard input so it’ll be hard for people to communicate via text chat. The team doesn’t see this as a barrier though. “It’ll be interesting to trying new ways to communicate,” says Checchi. “For example, streaming your voice out of the character’s mouth. It’s technically pretty hard, but the Oculus has a microphone in it, so I guess they’re looking at that.”

As this VR experience runs in Windows 10 – like the Pocket, Desktop and Education iterations – it means most of the thousands of fan-made mods currently available won’t work. This makes it all the more important for Microsoft to start nurturing a refreshed creative community around its new Minecraft era. There are amazing possibilities here for completely innovative mini-games and adventures, but these will mostly come from amateur teams rather than Microsoft or Mojang – and most of those teams are still working on Java.

But for Persson, this is still early days for Minecraft VR and for virtual reality games in general. “There’s still so much to learn about how to make a good VR experience,” he says. “You have to unlearn a whole bunch of the simple things that you used to just take for granted. Then it’s one step at a time – that’s the fun part of it.

“With VR you can give people a new way to experience a world – which is what we set out to do. Very few developers have attempted open-world navigation in a VR space like this, but we’ve been forced to with this game. It’s exciting to be blazing trails. I’m not sure we have the answers to anything, but we’re further along the path than most.

“Just getting people immersed in Minecraft is the big step. We’ll see what happens after that.”

Minecraft comes to Oculus Rift – hands-on in the virtual world

MINECRAFT 1.9 – COMBAT UPDATE

MINECRAFT 1.9 – COMBAT UPDATE

MINECRAFT 1.9 – COMBAT UPDATE

The arrow struck the shield with a impactful “thud!”. Steve peeked around the shield’s edge and saw the arrow was wrapped in a note! Steve excitedly pulled it loose to see what it said…

“You’re happy you had that shield, aren’t you?”

And yes, Steve was pretty happy.

Minecraft has been updated to 1.9! It contains a lot of changes. Most remarkably, the combat mechanics have been updated to make fighting more interesting and offer more map-making options. Here’s a almost complete list of the new and changed features:

  • Added shields
  • Attacking now has a “cool-down” delay, making it more important to time your attacks
  • You can now hold items in both hands (default quick key to swap items is ‘F’)
  • Swords have a special sweep attack
  • Axes have a special crushing blow attack
  • Added the elytra
  • New mob: Shulker
  • Expanded The End
  • Added Chorus plants
  • New Purpur blocks
  • New End Rod block
  • Added dragon head block
  • Ender Dragon can be resummoned
  • Added beetroot and beetroot soup (from MC:PE)
  • Added grass path block
  • Added igloos
  • Armor protection values have been lowered
  • Added tipped arrows
  • Added spectral arrows
  • Added Frost Walker enchantment and frosted ice block
  • Added a whole bunch of new sound effects
  • Added sound effect subtitles
  • Brewing Stand now requires Blaze Powder to activate
  • Added skeleton riders
  • We believe we’ve fixed MC-10 and a whole bunch of other issues
  • Removed Herobrine

MINECRAFT 1.9 – COMBAT UPDATE