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Old 10-06-2014, 06:25 AM   #1
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Default The EverQuest spin-off Landmark







What’s New in EverQuest’s Landmark?

The EverQuest spin-off Landmark is still in beta, and the developers continue to update it with new content like PvP. Jose catches up with the game's Director of Development David Georgeson to find out what's new.

source: EPN.TV

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Old 10-10-2014, 02:37 PM   #2
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Default Re: The EverQuest spin-off Landmark




Landmark : Progression on Paper

Posted Oct 10, 2014



Landmark has an updated roadmap towards its development, and we dive in to find the best bits.
Readm ore of Victor Barreiro Jr.'s Landmark: Progression on Paper.
Quote:
A few weeks back I discussed my feelings about Landmark and how the impression of a slow lack of progression was a bit of a turnoff. This week, I’m happy to note more information made available on the Landmark forums that points to their general plan of action for the next few months.


You can check out the whole roadmap on the forums, but I’d like to single out my favorite bits from the information presented, noting their planned implementation date as well as what users should expect.

Quality of Gaming Life Implementations
Set for the week of October 15, we have the keybinding polish. Tis is what you expect to be standard in most online games these days: the ability to choose what button does which action. Landmark is working towards ensuring we get that capability sooner rather than later.
Set for the week of October 29 is the arrival of a notification system, meant particularly to inform players of what’s happening during combat. Good to have ahead of any combat-related updates, for sure.
In-game voice chat (Vivox VoIP) is slated for the week of November 12, and should make building grand structures with friends a more easily-coordinated effort without requiring third party programs for voice chatting.
Item comparisons will be made available on the week of November 26. This will allow you to check the stats on items in your inventory versus what you’ve got on your person.

Builder Goodies
The ability to destroy props is slated for the week of October 15, though may be pushed to the week of October 29 instead. This should allow you to finally destroy anything when you want to.
The same week will also see free storage being made available for templates accepted into Player Studio or winners of competitions.
October 29 will bring modal building tools into the game. As Smokejumper describes it on the forums, once you’re ready to use a tool, “modal interfaces are created to show you all power shortcuts, as well as allowing you to interact directly.”
Refining will come on the week of Novermber 12, and is meant to allow users to mass produce ingots, boards, and other refined materials without needing to stay in front of the crafting table. The refining capability is meant to help enable additional features for later on.
Most importantly, caves are scheduled to arrive on December 10, which should mean more interesting crafting and gathering shenanigans for many players.

A Bit of Combat
Graveyards will go live presumbaly on the week of October 29, giving you a proper place to spawn if you die.
Exceptional Items are slated for the week of November 12, with Smokejumper noting that players should get “a whole slew of new weapons, armors and accessories.”
The week of November 26 shoiuld be quite impactful as well, as the game will introduce the Slaug and Chomper world monsters into the game world. Which makes needing graveyards all the more noticeable.
Lastly, they should also be introducing ways to increase a player’s health or energy through effort by December 10. Bigger health pool? More Slaug-slaying, I suppose?
Anyway, as you can see, the next few weeks should prove to be a bit interesting. Feel free to check out the Landmark forum post at the start of the piece, and let me know if there’s anything you’re excited for with this updated roadmap. Cheers!
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Read more at http://www.mmorpg.com/newsroom.cfm/p...GEXUBjA3Ch4.99

source: MMORPG.com

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Old 10-15-2014, 02:28 PM   #3
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Default Re: The EverQuest spin-off Landmark

Armor and new weapon abilities are just the beginning of Landmark's latest update


(4 hours ago)
Betas, Fantasy, Patches, PvP, Free-to-Play, Player-Generated Content, Landmark
21

It's back to bigger updates for Landmark! After a September spent dedicated to mostly bug fixing, more content has finally arrived in today's update. Much more. From a third weapon ability to armor to new building textures, there's plenty for players to sink their teeth into. Changes were also made to the Heroic Movement system, the UI got tweaked a bit more, and an appearance slot was added.

Combat enthusiasts will have a third ability for each weapon (accessed by pressing E) to get accustomed to in addition to facing the choice of which type of first-generation armor they want to wear: tank, DPS, or mixed. The Heroic Movement changes will also have an impact on combat; each ability is now assigned to a pair of boots, relegating players to only one heroic Movement at a time.

On top of that, there is a slew of a new textures players get to use while building, including various stones, metal, and lava. Yes, that's right -- lava! Although not occurring naturally in game yet (and therefore not harvestable), players can use this oozy orange liquid by utilizing stone resources.

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Old 10-16-2014, 01:40 PM   #4
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Default Re: The EverQuest spin-off Landmark

The Stream Team: Build it better in Massively's second Landmark competition

(17 hours ago)
Betas, Video, Free-to-Play, Livestream, The Stream Team, Player-Generated Content, Landmark
2

Do you have the construction mojo? Or does your stuff resemble metallic mashed potatoes? There's no denying that there are definitely some impressive builders in Landmark, but how well can even those folks do when timed and using limited resources? Now is your chance to see!

Massively's MJ is hosting another timed building competition and invites you to come watch. Two brave builders have stepped forward to go head-to-head tonight; one looks to defend his title, while the other hopes to dethrone him. Both will win prizes for participating, but only one leaves with bragging rights! Oh, and did we mention it's all on a high platform from whence they might mistakenly plummet to their deaths? Join us live at 8:00 p.m. for a front-row seat to the fun (and a chance to win some of the codes for yourself).

Game: Landmark
Host: MJ Guthrie
Date: Wednesday, October 15th, 2014
Time: 8:00 p.m. EDT

Enjoy our Stream Team video below. And if you want to be a part of the next competition and win prizes, be sure to say so in the comments below or email mj@massively.com. Continue Reading



Also with
Norrathian Notebook: Landmark's latest patch packs an armored punch (1 hour ago)

Betas, Fantasy, PvP, Free-to-Play, Player-Generated Content, Norrathian Notebook, Landmark
4

Wowsers! While we knew that September was a month of bug squashing and that meatier content updates would return to Landmark, this latest one seems extra juicy. It could just be that everything feels like a feast after a famine, but I think it's more than that -- and not just because it took multiple posts to announce the changes. Besides being tantalized with a bunch of new goodies right now, I get the impression that we are in for regular doses of content, content, and more content as the dev team revs up for open beta. And these changes are also glimpses into the ongoing development of EverQuest Next. Who doesn't love that?

As it is, I am pretty excited to delve into this content update, Armor? Appearance slots? Additional weapon abilities? Ability to template the movers, flingers, and stuff? Lava?! Heck, yah -- serve it up. Continue Reading




source: Massively





Last edited by zenith16; 10-16-2014 at 04:04 PM.
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Old 11-15-2014, 07:35 PM   #5
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Default Re: The EverQuest spin-off Landmark

Landmark update adds keywords, flight on claims

(1 day ago)
Betas, Fantasy, Patches, Free-to-Play, Sandbox, Landmark
19

Today's Landmark update is bound to make many players smile, starting with an optimization pass that should improve framerates and help out lower-end PCs. But it's the addition of the keyword system that is particularly noteworthy, as it will give more depth and purpose to gear.

Keywords will "allow items and abilities to communicate with each other," mostly to share bonuses and passive effects. Weapons now have a specific damage type (such as water), and armor now contains cool bonuses like increases your critical strike to 100% when your armor is reduced to zero.

The team also announced that players can fly over claims (as long as they have permission) and can snag even more claim expansions as the limit has been increased from five to eight.

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Old 11-27-2014, 11:45 PM   #6
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Default Re: The EverQuest spin-off Landmark



Landmark : Of Keywords and Claim Expansions

Posted Nov 27, 2014



Hey folks, welcome to another edition of MMORPG.com’s Landmark column. Most of this week’s content actually occurred in last week’s November 14 update, so for those playing Landmark religiously, you’ll likely know what I’ll be talking about.
Read more of Victor Barreiro Jr.'s Landmark: Of Keywords and Claim Expansions.
Quote:
For those who haven’t been playing, or are interested in learning more about Landmark’s last update, keep on reading, because there are some nice new improvements to note.


The Keyword System
Perhaps the most important addition to Landmark in the recent update is a keyword system for weapons, armor, and accessories. What this means is that items have particular properties associated with certain keywords, and by using a mix of weapon, armor, and accessory types with different keywords, you can forge your own playstyle in the game’s fighting mode.
Let’s take for example the Mercenary’s Staff weapon, which has a water keyword now. Using the staff weapon in your battle inventory with gear that augments water damage (Frost Coat) or enhances magical skills (Sigil of Piercing Cold) will make you a more gifted magical-styled fighter.
Consequently, you can also purposefully use things like the Cloak of Quickness - which decreases cooldowns by 30% but lowers offense by 15% to change up your playstyle and make you a rapid-firing water mage that slows people down a lot.
The repertoire of freely craftable (currently requiring no materials to make) battle items is small, but should add some variety if you ever decide to do PVP.
Claims, Flight and Holiday Props
Also of note in this update is the addition of more expansion claims to a user’s available space. With the upgrade, you can now have up to 8 expansion claims for your benefit.
Claim owners will also be happy to note that flight is now available in their respective claims, as well as in claims they have permissions in. You just need to build a “Builder’s Bauble of Flight” in the workshop and activate the item in your claim to get aerial.
One other nice addition to Landmark is the inclusion of Holiday-themed props bearing the red and green of Christmasy Norrathian weirdness. Aside from the candy canes and gifts, there are also seasonal candles and other props to make your Landmark homes more festive.
The props in this update also include under construction signs, for those who want to denote that they aren’t finished building their claim to its best look.
In any case, look forward to more Landmark goodness in the coming weeks. Thanks again to BuzWeaver for the shoutout on Twitter, and happy building (and spell-slinging in PVP) to all!
LINKS:
Victor Barreiro Jr. / Victor Barreiro Jr. maintains the the Landmark/Everquest Next and Final Fantasy XIV: A Realm Reborn columns for MMORPG.com. He also writes for news website Rappler as a technology reporter. You can also find him on Twitter at @vbarreirojr.
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Read more at http://www.mmorpg.com/newsroom.cfm/p...2W0ucQS16uc.99

source: MMORPG.com

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Old 12-04-2014, 08:45 AM   #7
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Default Re: The EverQuest spin-off Landmark

The Stream Team: Starting over in Landmark

(12 hours ago)
Betas, Video, Free-to-Play, Livestream, Sandbox, The Stream Team, Player-Generated Content, Landmark
3

December is set to be a big month for Landmark, and Massively's MJ isn't going to miss a thing! But to get ready for all that's coming, she has a bit of work to do. See, she pressed the reset button on her claim, so she's now got a blank canvas on which to create something worthy of the upcoming AI. The possibilities are endless. Want to come be a part of this? She's got beta codes to give away and welcomes your input on this new build. Join us live at 8:00 p.m. for the start of something amazing!

Game: Landmark
Host: MJ Guthrie
Date: Wednesday, December 3rd, 2014
Time: 8:00 p.m. EST

Enjoy our Stream Team video below. Continue Reading

source: Massively


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Old 12-17-2014, 04:12 PM   #8
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Default Re: The EverQuest spin-off Landmark




Landmark : Monsters and Linking and Caves, Oh My!

Posted Dec 17, 2014


While the folks at Sony Online Entertainment had to delay the launch of their biggest update to Landmark since they released Alpha until later this week, they still went ahead and invited press to a private livestream to give a preview of all the new goodies coming in the update, which was originally slated to either take only four hours to load and get the servers open again, or it could take up to 48 hours. They later clarified to state that the game would not be available until at least Thursday at noon Pacific.
Read more of Jean Prior's Landmark: Monsters and Linking and Caves, Oh My!
Quote:
The livestream was hosted by Director of Development Dave 'Smokejumper' Georgeson and Senior Producer Terry 'Fairan' Michaels, and they wasted no time in getting down to business. The first thing they stressed was that this update to the game is even bigger than the original Alpha launch, and it was clear they were prepared for potential issues, hence the relatively vague downtime window. However, Georgeson stated that they didn't intend to pull a 31-hour day like they had for the Alpha launch. If they were moving beyond a 12 or 15-hour day, they would call a halt and send people home and come tackle it the next day.


Getting into the nitty gritty, we were shown several different new armor sets. Much like the ones already in the game, they each were focused on a keyword and had stats based on those keywords. We were also told that the Achievement system would finally come into play. Unlike games with traditional quest-giving NPCs, Landmark intends to use Achievements as a means to lead players through content, like breadcrumbs through a monster-infested forest. For example, Georgeson and Michaels explained that a player might mine some minerals underground in a cave, and their first Achievement would then unlock the next Achievement that instructed them what to do with those minerals. They espoused a discarding of traditional tutorial experiences and intended to use Achievements as a means to teach players how to play.

Another new update to the game includes the long-awaited claim vendors that would allow players to hawk their character's wares, be it collected crafting materials, templates, or finished gear. The vendor would be accessible to anyone who visits the claim, but it wasn't clear what mechanism or currency would be used for transactions, although Station Cash seems like the easiest possibility due to how it's already used for Player Studio transactions. However, in-game currency is on the books for January, according to Dave Georgeson's Twitter feed.
Finally, the game will also have loot, loot, and even more loot. Armor items and weapons will drop with various stats assigned to them that will allow players to adapt to their preferred style of playing. If the armor doesn't drop with stats you like, you can salvage it and take the results to a crafter to have something new made (or craft it yourself!) Loot-dropped armor can never be crafted exactly as-is, but they will have an icon near their name called a Primal that drops modifiers if the item is salvaged, so players can endlessly modify their gear until they get a setup they like. Terry Michaels made a point of noting that collectability is going to be huge for this feature, and later in the stream, it was confirmed that there would also be a Personal Loot system in play. What this means is that if a group of players fought a monster, every player eligible for a loot drop would get their own personal loot. This will definitely cut down on the number of fights over who got what that many other games have with rolls, DKP, Master Looter, and other such complex systems in play to determine who receives an item. The cool thing about Landmark is that hardly anything is ever soulbound or even bind on equip, so players can trade their personal loot items willy-nilly. We were also told that in the new year, templates will also be a part of loot drops, and they too will be tradable just like nearly everything else in the game.

There are also going to be bug fixes in the new update, including one I wish had died in a fire many weeks ago: the sticky tooltips from hell that would never go away until you moused over the item again. Speaking of tooltips, an expanded version will be available on weapons and armor if one hits 'alt' while mousing over said item. Also, speaking of weapons, we were shown a trio of new weapon types going into the game: a pair of daggers for those of us who like to dual-wield, a wand for the caster sorts, and a big honking two-handed sword.
Unfortunately, they couldn't show us actual caves or any of the monsters in them, but we were treated to some spawned monsters that didn't have their pathing code turned on, so we could see how the Slaug and Chomper appeared compared to a player and some of their FX. Dave Georgeson commented offhand that monsters liked caves, and we were later told that they would both utilize specific spawn points and also some basic AI to congregate, and it seems the deeper one goes into the caves, the more monsters would be found, and also the more dangerous ones as well.

The entire world will get darker too, as nighttime in Landmark will not be the huge full-moon bright it has been since Alpha launch. This will allow for more shadows underneath objects, and also enforce more of a pitch-black setting within caves, which will make the use of Lightstones and the crafted Bottled Moonlight item very valuable in the new update.
Transportation from place to place in the game will also be changing. A ley-line system will be accessible in caves to allow players to jump between positions they've already discovered. Caves will also be limiting some of the options for Heroic Movement to ensure proper engagement with monsters. Also, Portal Shards will change a little bit, with a 10-minute cooldown if used to jump to a portal spire, and 30-minute cooldown if used to jump to one's alternate claim.

We were then shown a Fiery Fungus, one of the new cave-dwelling monsters. A vegetable masquerading as a proximity mine, getting too close to it is slightly dangerous to players. The cool thing is that with Landmark's destructible world, it will make a crater when it goes boom. We also found out that while monsters are tethered (they won't chase you all over the world after you aggro them until someone or something dies), each kind of monster will have its own different basic behavior. Some monsters will zerg rush you, others will chase for a bit and then give up, and still others will maneuver in ways unique to that monster. SOE's goal here, explained Terry Michaels, was to avoid having them all act the same. In answer to one of the questions asked in the chat, we were informed that monsters are not currently able to be captured, so no one's going to be plopping them on their claim to eat people during PVP. However, it was eventually on the books to allow that to happen, the capturing that is, not necessarily eating people, although the Chomper does give me flashbacks to Little Shop of Horrors. For now, however, monsters will not cross into claims and will, in fact, actively avoid them.


Going back to claims in general, the devs were asked which of the crafting stations would be the one that did salvaging, finally allowing us to reclaim materials from gear we don't need (such as the neverending supply of grappling hooks found in the treasure chests in caves). Terry Michaels couldn't tell us then, but no doubt all will be clear when the update goes live. Next up, the topic shifted to the claim vendors, and they will not be able to be used to auto-pay upkeep for a player. SOE's goal in this is the same as in their required monthly logins for All Access players in other games to claim their Station Cash grant: ensure players actually log in. While we know from previous editions of Landmark Live that players will be able to earn the ability to pay upkeep further into the future, Dave Georgeson pointed out that what they didn't want was absentee landlords, that nobody liked them. In the future, he added, a player whose upkeep expired would be able to reclaim their same location as long as no other player sauntered in and claimed it. The cool news he included was that when these ghost claims were reclaimed by the original player, they wouldn't have to go back and rebuild it and re-site all of their props, the game would just restore everything from the point the claim expired. Speaking of props, both Georgeson and Michaels showed off a plethora of new props, ranging from curtains, shutters, and we were told about tables and trap doors and the like.


The next topic that they went over had Dave Georgeson almost acting like a kid in a candy store. The linking and triggering systems he's alluded to in past Landmark Lives was finally revealed, and it's a very sweet thing. Basically, it allows a player to link an item such as the trap door in this screenshot to a light on the panel. When the trap door goes through a certain portion of its rotation, the light turns on and vice versa. These links and triggers can be used to create rather complex automations within the game. I asked Terry Michaels whether there were concerns that players would create infinite loops by linking the last object in a chain to the first object and in essence create perpetual motion machines and runaway processes. He said that was the first bug they found and fixed, but are hopeful that any further issues with the system will quickly be located by players so they can be resolved.

The final thing discussed was Vivox, the in-game voice chat. As many Landmark players know, it's a very keyboard and mouse-intensive game in terms of building and PVP (and now fighting PVE monsters). I've personally spent many a time ignoring a whisper for a few minutes while I'm placing a prop just so or working on a new template, and there aren't enough fingers on the planet to count the number of times other people have done the same to me. Voice chat will revolutionize the social aspect of the game. Of course, some people might be wary of having their real voices out there due to poor experiences in chat on other games or simply a perfectly natural shyness. However, the benefit of voice chat is overwhelming, particularly for builders. Dave Georgeson told us that by default, Vivox would be set to Push-To-Talk, because they didn't want a bunch of new players showing up and not realizing they were on the air, as it were. There will also be options for guild and group (party) chat, and they were also going to have proximity chat. The latter is currently only set for within a specific claim, but they were looking into possibly extending the range. A future plan for the voice chat would be the creation of custom channels, but no estimated date was set for that to go out.

There you have it, folks, the biggest update to Landmark since its initial launch with lots of new systems, updates to current systems, and plenty of new toys to play with. It's time for the game to put on its big kid pants and join the rest of the world. For the first time, players will truly get a glimpse into how EverQuest Next will also start to take shape. Not unexpectedly, we were told that after the new year, many of the devs currently working on Landmark will be shifting duties over to Next, so that can only mean that open beta is coming. Winter will be here sooner, but more players will start dying in Landmark than George R. R. Martin ever dreamed of. For those players who have been waiting for this, what are your thoughts? For those who wandered off, will this bring you back? And how about the folks who just want to build their magnificent creations in peace? What are your thoughts on the matter? We'd love to hear from all of you. We're also planning on streaming the new game content as soon as possible after the servers go live, so keep an eye on our Twitch channel or follow us on Twitch to get notifications as to when we go live. SOE will be hosting an Update Show edition of Landmark Live on their Twitch channel as well on Thursday, December 18th, at 10am Pacific. I'm sure the chat will be quite lively.
Article By: Jean Prior
Created On: December 17, 2014
Permalink | 7 comments







Read more at http://www.mmorpg.com/newsroom.cfm#36HPafbpCDK9jpQB.99

Also with


Landmark's PvE arrives today; SOE shifts to EQ Next full-time in 2015

(2 hours ago)
Interviews, Opinion, Free-to-Play, Sandbox, Norrathian Notebook, Landmark
29

We've waited a long time for the chance to have our faces eaten off by vicious monsters in Landmark, and now that opportunity is almost here! After a bit of delay, the infamous PvE patch is heading into our favorite sandbox today. This is seriously going to be a game-changer. Of all the patches throughout the whole year, this one is the biggest -- surpassing the August PvP update and even the original alpha launch, at least according to Creative Director Dave Georgeson. And he's not kidding! I got to check out Landmark's new mobs, linking and triggering, armors, props, and more with Georgeson and Senior Producer Terry Michaels. I didn't think it was possible to be even more excited for this patch, but I am! Can I hear a squeeeee?!

Oh, and for everyone who is waiting anxiously for EverQuest Next news, here's a tidbit from Georgeson you might enjoy:
When we get to those game mastering systems [after the start of the year] that means we are working on EQN full time. Because those are the systems we need for EQN, and that's what we're building when we're building those game mastering tools. So we're so close to transitioning the team almost entirely to EQN, and then we'll take the elements that we build for EQN and port them over into Landmark, but our focus will shift almost entirely to EQN after the new year.
Continue Reading


source: MMORPG.com & Massively


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Old Yesterday, 09:41 AM   #9
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Default Re: The EverQuest spin-off Landmark




Landmark : 'Monster Update' Video Review

Posted Dec 19, 2014


The Landmark team was on hand the other day to show off some of the big changes coming to the game in the 'monster update', the final patch before the end of the year. Team members chatted about salvaging, monsters and caves while showing off game play elements of those and more. See what you think and leave us a comment or two.
Quote:
Caves and Monsters and Salvaging, oh my! These details and SO MANY MORE were discussed on this episode of Landmark Live, which highlights some of the key parts of the biggest update in Landmark history! For this special Thursday episode, former show host Colette "Dexella" Murphy joined Dave "Smokejumper" Georgeson and Terry "Fairan" Michaels to go over the final update of 2014.
Find out more on the Landmark site.
VIDEO-CLick to Watch!:




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Read more at http://www.mmorpg.com/newsroom.cfm#Xj0jOdgSplCX487D.99

source: MMORPG.com

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