World of Warcraft Cataclysm Gaming Keyboard Accessories
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World of Warcraft Cataclysm Gaming Keyboard Product Details
Released on 07/12/2010
The SteelSeries Shift World of Warcraft®: Cataclysm™ Edition Bundle presents gamers with predefined game mods and an intuitive layout of the most common commands, actions and emotes. The Keyset helps groups run more smoothly through its ability to mark targets for added group and raid functionality. The SteelSeries Shift Keyset provides new functionality that reflect changes that have come over the game since the last expansion. Its labeled and color coded keys, together with the World of Warcraft: Cataclysm artwork and functionality, will immerse players into the world of Azeroth and help to accelerate game mastery.
Powered by SteelSeries Engine software, the SteelSeries Shift World of Warcraft: Cataclysm Edition Bundle provides gamers with predefined game mods and an intuitive layout of the most common commands and actions for specific game genres and titles. With the functionality to customize every key on the keyset, on-the-fly macro recording, and the anti-ghosting of up to 7 simultaneous keystrokes, the SteelSeries Shift World of Warcraft: Cataclysm Edition Bundle is designed to help in the mastery of any game.
World of Warcraft Cataclysm Gaming Keyboard Features:
- World of Warcraft® - Beautifully crafted with artwork from the game.
- Master the Game - Labeled keys and one-touch macros grouped intuitively for quick access.
- HotKeys 8 programmable hotkeys.
- Ergonomics Ergonomic design with 3 leg levels and non-slip base
- Customisation - Remap every key for a custom experience with the SteelSeries Engine software.
- Anti-Ghosting - Anti-ghosting capability allows for 7 simultaneous keystrokes.
- Full Featured - Equipped with two USB 2.0 ports as well as a standard keyset for everyday use.
- Compatibility - Compatible with all versions of the World of Warcraft® PC Game.
- 8 programmable hotkeys
- On-the-fly macro recording
- Multiple media controls
- Gold plated audio & headset jacks
- 2 USB 2.0 ports (1 powered)
- Ergonomic design with 3 leg levels and non-slip base
- Detachable wrist rest
- Keyset features include:
- One-touch macros for raiding and PvP gameplay
- The ability to mark targets for added group and raid functionality
- Extended raid functionality to better manage raid groups as well as easily find a raid group to join
- All commands are labeled and color coded on all keys
- Compatible with all versions of World of Warcraft
Shift also offers easy access to Media controls, making it a convenient companion even when you are not destroying your friends and foes.
Audio and USB Hubs
The Shift base was also designed to make it easy to plug in your peripherals. We have included gold plated microphone-in and audio-out ports, as well as two 2.0 USB ports (one powered).
SteelSeries Engine is the optimized software powering the features and functionality of the SteelSeries Shift. Organization of character profiles and macro administration are easily maintained from an easy-to-use interface of menus, sliding window panels, and tabs. Through its capacity to record action sequences and map them to a single key as well as measure actions per minute (APM) through a statistics module, SteelSeries Engine offers tools that provide gamers with a competitive advantage.
SteelSeries Engine Features:
- Access to pre-defined profiles for the hottest game titles
- Every key can be customized
- Record a sequence of actions, with delays included, and map them all to a single key
- Measure actions per minute through the SteelSeries Engine statistics module
- Utilize key layouts created by SteelSeries pros or create your own to save or share with other gamers
- Quick and easy setup with zero latency and full Windows support
- Configure several devices to work simultaneously
- Recognize a common interface for all peripherals – the SteelSeries Engine powers SteelSeries’ entire family of products
- Height: 40 mm (1.6 in)
- Width: 490 mm (19.3 in)
- Length: 190 mm (7.5 in) – With wrist rest 240 mm (9.5 in)
- Windows XP
- Windows Vista
- Windows 7
- Mac OSX*
*Configuration software only available for Windows operating systems.
Cataclysm Launch Event!
On 7th December a Cataclysm was unleashed across Azeroth as the latest expansion to monster MMO World of Warcraft arrived on UK shores.
Hours before that fateful event however we were delighted to be able to be involved with the Official London Launch Party at Sound in Leicester Square.
We sent along James and Nick from our web team to give their impressions on the big night. Here's what they thought!
I arrived at London's Sound nightclub, no.1 Leicester Square, at 9pm and couldn't help but notice a massive queue that wrapped almost completely around the square. It led all the way up to a small entrance, which had been transformed for the night with WoW and GAME branding.
We walked into the venue before the doors opened and straight into a fancy porch area, all lit up with red lights that pointed towards a very flash looking motorbike. On closer inspection, the bike had Wrath of the Lynch King graphics all over it - now that's what I call an epic mount!
We were then taken up to the fifth floor of the club where we were ushered into a room which looked like a haunted house queue in a theme park; replete with original Warcraft artwork covering the walls and big TV's showing Warcraft in 3D!
Here, SteelSeries were showing off the impressive accessories they're renowned for; a gaming keyboard with a follow key on it particularly caught my eye. No serious WoW fan should be without it.
We were jammy and had a play on Cataclysm using SteelSeries gear for a little while, then moved on to the last table in the area where we got stuck into the Warcraft trading card game. It seemed quite complicated, and it became quite apparent that the guy showing us the game was just playing against himself, but I still claimed victory by defeating Nick with my Shadow Bolt . . . owned!
Next stop was the red-lit VIP lounge on the fourth floor, where a massive countdown clock took pride of place next to a photo area. Immediately I wanted to know what the green screen was for so I led the group down a small flight of stairs to speak to the young lady with the camera in her hands. Within seconds Nick was stood in front of the bright green screen and snaps were shot, with our curiosity piqued. I was next up, still wondering what that green screen was for. I now have a photo of myself looking awkward on my desk with Deathwing breathing fire behind me. Awesome!
All the way down to the ground floor we went next, where we could see the full extent of the festivities: a massive screen, an impressive stage, a countdown clock and queuing posts, leading to a GAME branded till area. And behind that was solid gaming gold - piles and piles of boxes full of Cataclysm. Exciting!
Not too long later the doors were open and punters were filling the queues with goody bags in hand. The countdown clock was now running down to minutes rather then hours and Jason Bradbury had taken the stage in his trademark enthused manner, capturing the crowd's attention.
After talking for a while about his love of all things WoW, Jason then invited Greg Street, aka 'Ghostcrawler', the Lead Systems Designer on Cataclysm, and Game Designer David Kosak. After the introductions they leapt into a Blizzcon-style question and answer session, include questions put to them from our very own Twitter followers.
Before too long the entire room was chanting "30, 29 ,28... it was time.
Having been there since 6pm the day before, the guys n gals at the front of the queue were understandably buzzing with excitement. They even had camping bags hanging off them - now that's dedication!
Finally the clock hit zero and in a flurry of excitement the Horde (and Alliance!) surged forward to start purchasing the game and then headed home to play well into the night!
You can join them now by purchasing World of Warcraft: Cataclysm!
The Cataclysm London Launch event was attended by two of Blizzard's WoW team, Greg 'Ghostcrawler' Street, Warcraft's Lead Systems Designer, and Game Designer Dave Kozak. Hosted by TV's Jason Bradbury it was a brilliant night with a real WoW flavour.
As a big World of Warcraft fan, I found the Q&A session perhaps the most enthralling bit of the whole night. Here, questions were asked about the lore of Azeroth and how decisions are made with progressing the story, given the sweeping changes made in Cataclysm - which reforms the entire gameworld, bringing destruction to some of the most well-loved places in Blizzard's virtual world.
Dave and Greg explained that Blizzard employ a 'Story Council' of senior staff who get together and decide the direction of the story while making sure 'it's cool to play'. Who wouldn't want to be a fly on the wall in that, eh?
Another question involved levelling of characters and how it's much quicker in Cataclysm than it used to be. Greg and Dave answered by saying the intention is for players to level multiple characters to be able to see every quest and area, rather than having to do every quest and area to be able to level. With Cataclysm, then, you'll never feel like you're missing out on one big part of the experience because it's not tailored to your chosen race.
Finally a question was asked about the level of difficulty in Lich King and how high level gear was too easy to acquire. The guys confirmed that epic level shoulder armour would only be available from Raid bosses, to much cheering from the gathered crowd!
World of Warcraft: Cataclysm is OUT NOW.
Everybody knows that Blizzard's working on a new MMO, codenamed Titan, but while the developer has yet to reveal any hard information on the game, the company's CEO Mike Morhaime has announced it won't be a sequel to World of Warcraft.
Talking at the DICE developer summit in Las Vegas, Morhaime announced that the new game will cover new ground. (Thanks Ars Technica.)
"Without giving away any details, we have some of our most experienced MMO developers, people who spent years working on the World of WarCraft team, working on this project," said Morhaime. "We're really trying to leverage all the lessons we learned through the years. Some of which we were able to address in World of Warcraft and others that maybe because of the design decisions we've made, you just can't address. So we're kind of taking a step back with all that knowledge to make something that's completely new and fresh. We're not trying to make a WOW sequel."
According to Eurogamer, Titan's still a way off, and players can expect to get their hands on it in 2013. Yesterday, however, we reported that Blizzard will be shipping at least two games in 2012. Interesting!
Psst! Heard about Titan? It's the code-name for Blizzard's new MMO, which the World of Warcraft developer is hard at work on. And guess, what? According to Gamasutra - thanks, Eurogamer - it's already up and running.
"We're very confident in that product. It's an awesome one. We're playing it already," teased Paul Sams, Blizzard COO, when asked about the project.
"It is a total ball to play. We think that the reach of that product is greater than anything that we've done before. We're very excited about that. I believe that it's the type of game that will have a very long life, much like World of Warcraft has. The thing that we hope will happen is that it will not stop World of Warcraft but we believe will eclipse it."
According to industry rumour, the game is out in late 2013, but this being Blizzard, we wouldn't suggest setting your watch by that. The only other thing we know, as Eurogamer points out, is that it's not going to be a sequel to World of Warcraft, but something entirely new.
Excited? You bet. Annoyed we have to wait? You got it.
You wait years years! for each Blizzard game to arrive, and all of a sudden the legendary PC developer seems to be announcing new titles all the time.
Well, not quite all the time, but we already know that the Warcraft creators are working on a brand new MMO, codenamed Titan, along with the amazing dungeon-crawler Diablo III, and two further instalments for the dazzling sci fi RTS StarCraft II. Oh, and there are two more World of Warcraft expansions on the way too. And a Diablo III expansion, even though the game isn even out yet.
Well now there seems to be another game on the way, if a job listing, spotted by Eurogamer, is anything to go by. The job ad in question doesn give too much away, but it is encouraging applicants to come forward to work for an "unannounced game title."
Digging deeper, it turns out Blizzard after a "software engineer, tools," to join Blizzard's "newest game team". The developer adds that, "this is a key role in a new and exciting project within the company."
Well, it looks like the developers are going to busy for quite a while, then. More news on this one when we hear it.
It's hard to image there was ever a time when we couldn't assume our grimmest war-face, fire up our consoles and do battle with a global army of enemy combatants from the comfort of our armchairs. We're certainly come a long way from sitting hunched over our Commodores, battling as much for keyboard space with our siblings as we were on-screen! But where did it all start?
Things really started to evolve in the 90s though when LAN parties were the in-thing for the hardcore gaming hobbyist. If the prospect of the violently seductive Doom wasn't enough to keep you up into the early hours by itself, there was no better way to bring the competitive minds of a whole generation of gamers together than by syncing up a few PCs and spending hours, even days, doing battle in the flesh.
The blossoming Korean e-sports scene took the concept even further, and now commands a staggering national audience for televised championships. Blizzard's outstanding StarCraft series rules the roost in this domain, and not even the awesome sequel released in 2010 has put a dent in players' enthusiasm for the best-selling original. The competitive scene for StarCraft II is still buzzing in the West, and it's never too late to get stuck into a game that'll be around for years to come and still has two explosive expansions in the works.
Then there's World of Warcraft, the game that really did change everything. Released in 2004, it arrived just at the right time as the mass uptake of increasingly fast broadband connections became the norm, unleashing a greedy clamour for the world of Azeroth - one so extreme that it saw Blizzard pull the game from store shelves at one point, their servers unable to keep up with the snowballing demand. It now enjoys a seven-figure subscriber count, and with three award-winning expansions under it's belt, there's more content for you to get stuck into than you'll know what to do with!
While consoles such as the sadly-undersold Dreamcast teased gently around the potential for global gameplay, it was arguably Microsoft who broke new ground for console gaming with the launch of the Xbox LIVE service, putting a whole new world of gaming at player's feet - and long before PCs became a breeze to hook up for the living-room lounger!
So while PC gaming might have dominated the early days of competitive multiplayer, it was titles like Halo 2 that brought the idea of mass gaming to the forefront of game design. While the single-player components of the Halo games continue to blow us away, the passion for Halo 2 was so extreme that players left their Xbox 360s running for days at a time to prevent the eventual switch-off of multiplayer support for all original Xbox games in April 2010.
These days it's show-stopping blockbuster titles like Call of Duty that continue to change the way gaming is viewed and played online by the console crowd. For many, it's the only game they need to buy each year, and services like Call of Duty Elite are doing even more to add greater depth to the experience, allowing gamers to track, log and show off their finest moments on the battlefield.
No-one can guess what the next evolution in multiplayer might be, but we're already seeing some extraordinary innovation in the likes of Nintendo's StreetPass, allowing gamers-on-the-go to make new friends without ever saying hello, and the awesome potential of the augmented reality features in the upcoming PlayStation Vita. One thing's clear, multiplayer is here to stay and the future can only bring us even closer together.
Console shooters had their derby match at the start of November, when Battlefield 3 challenged reigning champ Modern Warfare 3 for the hearts and minds of virtual soldiers across the world. On December 20th, a similar clash will take place, with stakes that are arguably even higher.
That's when the Lucas-approved, Bioware-developed online role-player Star Wars: The Old Republic launches, offering the first serious challenge to World of Warcraft's dominance. And given that World of Warcraft has a population more than twice the size of Norway, and turns around enough money each year to dwarf most real world nations, it's territory worth fighting over.
But where did massively multiplayer online role-playing games (or MMORPGs) come from?
To answer that question you need to jump back to Essex University in 1978. It was here that two students, Roy Trubshaw and Richard Bartle, first took the early Dungeons & Dragons-inspired adventure games and adapted them to allow multiple players at the same time. They called their creation MUD, or Multi-User Dungeon.
The game remained very much part of the academic and computer science subculture, until the mid 1980s, when commercial publishers made their first efforts at packaging the idea of playing online in a way normal game consumers at home could understand. One of the first pioneers, appropriately enough, was a Commodore 64 virtual world called Habitat, developed by LucasArts.
The internet was still a basic and clunky thing, however, so these were little more than tentative toes dipped into online waters. It wasn't until 1991 that games we'd now recognise as offering true graphical online multiplayer experiences really took off.
First off the blocks was Neverwinter Nights, an official Dungeons & Dragons game hosted by the rapidly expanding AOL internet service provider. It was crude by today's standards, with a basic 3D view in a small window and text inputs, but it was a genuine virtual world populated by other players. Other adventure game specialists, such as Sierra, quickly followed suit and released their own spins on the formula.
In 1995, internet speeds were given a boost and data traffic restrictions lifted in the US, allowing this embryonic genre to really evolve. Meridian 59 was technically the first MMO game to take advantage of the technological freedoms, but it was the 1997 game, Ultima Online, that popularised the genre. Not only did it offer rich, varied gameplay, it boasted a colourful top-down game world to explore. It was Ultima's creator, Richard Garriott, who claims the honour of coining the term MMORPG.
As player numbers rose, and with them the chance to make serious money from subscriptions, more recognisable names joined the fray. SONY's Everquest debuted in 1999, with full 3D graphics. Sega, meanwhile, brought MMO games to consoles, with the Dreamcast title Phantasy Star Online. Square's legendary Final Fantasy went online-only for its eleventh entry in 2003. Online role-playing was fast becoming one of the most popular game genres around, and just needed one final kick to boot it into the mainstream consciousness.
Cue World of Warcraft. Released in 2004, this spin-off from Blizzard's fantasy themed real-time strategy series brought a speed and immediacy that previous titles, still clinging to the paper-and-dice role-playing roots and point-and-click adventure elements, had lacked. World of Warcraft was fast and satisfying, character classes were well defined, and progression brought more and more impressive powers and weapons into play. It had the depth and immersion of a true RPG, but the instant gratification of an action game. Needless to say, the realm of Azeroth was quickly filled with addicted fans.
Since then, many have tried to topple Blizzard's billion-dollar behemoth from its MMORPG throne. Some manage to tempt a few subscribers away, but most eventually return, lured back by the vibrant community and regular world-changing updates.
World of Warcraft has never faced a rival like Star Wars though. There are millions of fans around the world, who have long dreamed of fighting, working or just living in that galaxy far, far away and The Old Republic allows them to do just that. Will that be enough to cause a mass emigration from the realms of Warcraft? Who knows - either way, it's going to be fun finding out.
On 7th December a Cataclysm was unleashed across Azeroth as the latest expansion to monster MMO World of Warcraft arrived on UK shores.…
Blizzard CEO Mike Morhaime has announced the comapny's next MMO won't be a sequel to World of Warcraft.…
Psst! Heard about Titan? It's the code-name for Blizzard's new MMO, which the World of Warcraft developer is hard at work on. And guess, what? According to Gamasutra - thanks, Eurogamer - it's already…
You wait years years! for each Blizzard game to arrive, and all of a sudden the legendary PC developer seems to be announcing new titles all the time.…
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On December 20th, the Lucas-approved, Bioware-developed online role-player Star Wars: The Old Republic launches, offering the first serious challenge to World of Warcraft's dominance. But where did ma…
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