General Gaming Article

General Gaming Article


Exclusive Sneak Peak: Mad Catz' Most Over-The-Top Mouse Yet

Posted: 11 Nov 2011 04:37 PM PST

 

It's been a little more than a year since we first reviewed the R.A.T. gaming mouse from Mad Catz, and called it the best mouse we've ever played with. Since then, there's been a couple of incremental upgrades to the line (the cordless R.A.T. 9, the white "Albino" R.A.T. the 6400 DPI Contagion Edition), but nothing that fundamentally altered the design. They're about to do just that, though, and we got to take a sneak peak at the result.

The Cyborg M.M.O. is (for all the terribly bad guessers out there) a version of the R.A.T. designed for MMO gaming. Where the original R.A.T. had 6 programmable buttons, the M.M.O. has 13, plus a shift button and a three-mode toggle, allowing for a maximum of 78 custom bindings per profile.

Also like the original, the M.M.O. has a feature we've never seen on a mouse before. Special buttons on either side of the scroll wheel allow you enter "Action Lock" mode, where any right- or left-mouse-button click toggles between the button being in the "up" position and the button being held down. The idea is that you use this feature for MMOs where holding right click causes your character to run forward, or enter mouselook mode. Tri-color indicator LEDs in each mouse button keep you from losing track of whether Action Lock is on or off.

And of course the mouse comes equipped with the latest 6400 DPI sensor—a feature that might be more useful to RTS or FPS gamers. We'll be looking forward to testing out the M.M.O. for a full review, but so far we like what we see. Check out our gallery of the M.M.O.'s snazzy new paint job below, and less us know what you think of Mad Catz' latest.

 

Android 4.0 Face Unlock Defeated With A Picture

Posted: 11 Nov 2011 02:31 PM PST

face unlockAt Google's Ice Cream Sandwich (ICS) launch event, the new Face Unlock feature was called 'beta', and it turns out with good reason. At a recent Samsung demo event, one reviewer had the chance to play with the Galaxy Nexus and test out the Face Unlock feature. After setting up the device to recognize him and unlock the phone, he was able to unlock the device with a picture of himself on a second phone. Oops.

Users have been wondering if this was possible, or if Google had worked out some sort of fix for this ago-old facial recognition problem. The demo filmed by the blogger was quite striking, with the device unlocking almost immediately. Clearly, this is not meant to be an ironclad security method.

it is important to note that there are currently a few different builds of ICS running on demo Nexus devices. It's possible that the final version of the software won't have this issue, but we expect that to be one of the first things tested when final review units go out.

Google Music Expected To Officially Launch November 16

Posted: 11 Nov 2011 02:19 PM PST

google musicYou may be thinking that Google Music launched months ago, but you'd be wrong. This whole time it's been another of Google's famous betas. Well, now it seems a sure thing that the search giant is about to launch the service for real, and music purchases could be part of the deal. An event called "These Go To Eleven" is slated for November 16th.

The Google Music product we currently have is a music locker service that uploads all a user's tracks to the Google cloud, ans allows access to them from a web browser, or Android phone. The final service is expected top have a "twist" of some sort, but we don't know what that could be just yet. A sharing system has been rumored. 

None of the major music labels have confirmed deals with Google, but sources have indicated that a number of smaller labels are on board. What do you want out of Google Music?

The Elder Scrolls V: Skyrim Tweaks Improve Graphics, Disable VSync, Change FOV, and More

Posted: 11 Nov 2011 01:30 PM PST

Skyrim's been out for less than a day, but fans have already gone through the .ini files looking for useful tweaks and fixes to the most common crashes and UI annoyances. We've compiled a selection of tweaks below from the Skyrim tweak thread on Reddit, the Skyrim forums and Tweak Guides.

These fixes will let you disable mouse smoothing, customize your field of view, disable Vsync, and correct a problem that causes crashes to desktop from the main menu screen just after you start the game. There are also a few .ini tweaks that make Skyrim look better.

Disable Mouse Smoothing
Go to your Steam Directory, then steamapps, common, skyrim, and select Skyrim again. Create a backup of the SkyrimPrefs.ini file. Open the file, then scroll down to where it says [Controls] and find bMouseAcceleration=1. Change to bMouseAcceleration=0. Save, exit, and play This fix and the two below are from Skyrim Reddit, and are credited to "Dead man posting" on the Something Awful Forums.

Change Field of View
Head to My Documents, select My Games, select Skyrim, and then Skyrim again, then create a backup of the skyrim.ini file. Scroll down to [General] in the file and add fdefaultfov=XX (where XX is the field of view you want). Then save and exit.

Fix common crash to desktop problem
Access the Sound menu fromt he Control panel. In the playback tab, right click on speakers and select properties. Select the advanced tab on the new screen and select 24-bit, 44100Hz (Studio Quality) from the drop-down menu. This fixed crashes for us last night.

Disable Vsync
Access the SkyrimPrefs.ini again and add iPresentInterval=0 to the bottom of the [Display] section. This can improve a sluggish framerate and eliminate instances of mouse lag. Thanks to Tweak Guides for this one.

Graphical tweaks
Curate on the Bethesda forums has highlighted a number of interesting variables in the SkyrimPrefs.ini file. Change the digit at the end of each line to 1 to turn the feature on, 0 to turn it off. Don't forget to create a backup of the SkyrimPrefs.ini file just in case.

Interesting variables are as follows, in order of appearance in the .ini and showing their default settings:

bDoDepthOfField=1
bTreesReceiveShadows=0
bDrawLandShadows=0
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
bShowCompass=1
bMouseAcceleration=1
fAutosaveEveryXMins=15.0000

Redditor Ryz also suggests changing iWaterReflectHeight=512 and iWaterReflectWidth=512 to 1024 and adding the following text to the SkyrimPrefs.ini to improve the quality of water reflections.

bUseWaterReflectionBlur=1
bReflectExplosions=1
iWaterBlurAmount=4
bAutoWaterSilhouetteReflections=0
bForceHighDetailReflections=1

Here's a before and after shot from Ryz, showing the effects of the self shadowing and water reflection tweaks. The extra shadowing gives Skyrim's trees a lot more depth.

This is just the early rush of tweaks, many more will come to light as players get to grips with Skyrim's files. We can expect a ton of mods, too. Got any favorite tweaks of your own? Share them in the comments.

PCGamer.com is your number one source for PC gaming news and reviews online. 

Maximum Interview: We Talk Battlefield 3 with a Navy SEAL

Posted: 11 Nov 2011 11:37 AM PST

Video games, like movies, are more about entertainment than realism. Yet game developers spend an inordinate amount of time modeling weapons, recording the sound from actual weapon systems and calculating how much damage a bullet should do. Since firearms are such a big part of first person shooters, we wanted to get the low down on the current state of firearms in video games and how they rate in real life.

What's wrong with this picture? If you guessed, where's my rear sight, you guessed right. In real life, not having a rear sight would greatly diminish your ability to hit anything beyond 30 feet. There's no one to blame though, this Marine probably just hasn't unlocked his sights or bullets yet.

To get the view of an expert, Maximum PC magazine spoke with Craig "Sawman" Sawyer. Sawyer started his tactical life with the Marine Corp before moving to the Navy SEALS with SEAL Team One and DEVGRU. Sawyer has fired everything from pistols, to belt-fed weapons and rockets. He regularly appears on the History Channel show, Top Shot, as an expert to advise the contestants and is consulted by the news media to comment on operations by the Navy SEALs.

MPC: First, how did you get the handle Sawman?

Sawman: I first got the nickname, "SAWMAN" from my football buddies growing up back in Texas. It was just a play on my last name, Sawyer. The handle stuck and was solidified in the tactical world where I tend to prefer a "SAW" (Squad Automatic Weapon) over other options when applicable.
 
MPC: Modern games have shifted to highly customized loadouts for equipment and weapons.  In reality, how much flexibility do individuals or units really have when selecting their own weapons and how many "pieces of flair" they can put on them? Does this change as you get to smaller specialized units such as the Navy SEALS versus a more regimented organization as the Marine Corp?

Craig "Sawman" Sawyer has served with the Marine Corp. and the elite Navy SEALS.

Sawman: In the ranks of the conventional military, a soldier carries what he's told. In the smaller, more specialized units, there's much more individual choice. A SEAL Operator can pretty much carry what he wants to for a particular mission, but the needs of the team or squad play heavily in that decision. It's the working of the different weapons in concert that really makes a small squad effective. If a small team is well-coordinated, they can have the effect of a much larger unit. So, each Operator carries the weapon system that is ultimately the most help to the team as a unit in order to accomplish the mission.

MPC: Speaking of pieces of flair, what's an actual realistic amount of accessories that you would consider putting on a rail system and what's actually vital?

Sawman: Every item an Operator places on his weapon system is a calculated decision. Each item adds more weight, which is a negative when it comes to weapons handling. However, certain items are needed enough to justify their added weight and bulk. If an item isn't needed for a particular mission, that item should be removed from the weapon to help streamline the weapon for sleeker and quicker handling.
 
 
MPC: Is there any advantage to going without pieces of flair on your weapon?

Sawman: There's absolutely an advantage to eliminating certain accessories that are not immediately needed on the weapon. In the real world, added weight increases fatigue on the Operator. Some of the target sites on real world ops aren't easy to get to. After a long and taxing insertion, a heavy weapon is a major liability to the Operator. If he's using the items on the weapon, then they're worth the added weight. If they're not being used, they're a liability. Competition shooters are stripping their rifles down in attempts to make them lighter and lighter for quicker target transitions. The same applies to an Operator, only the Operator must accept certain setbacks on weight, due to the function of those items, like lasers, illuminators, flashlights, pistol grips, etc.

 
MPC: Video game weapons often only have one setting: full auto. Is full auto really used that often? What would the proper application for automatic fire be in reality?

Sawman: I only use full auto with small sub-machine guns and heavy belt-fed machine guns. With everything else, I'm running and placing single shots on target as rapidly as necessary to effectively engage each target and eliminate the threats at hand. With a real weapon, especially those with significant recoil, full auto isn't very effective, because the weapon rises so quickly under full-auto fire that only the first couple rounds can be brought to bear on the target. All rounds after that go high and are a waste. That's why when we do use full-auto, we use controlled bursts, with the length of the burst being applicable for the weapon being fired. Some weapons can be fired effectively with long bursts, like the FN P90, and some require much shorter bursts, like the MK 48, to keep the majority of each burst on target.

MPC: Some games let you carry two long arms plus a sidearm and hundreds of rounds of ammunition that would seemingly encumber you so you wouldn't be able to walk, let alone run. I've read that a trooper's load out can actually be surprisingly heavy, but what would you say is a realistic load out in weight is for equipment and weapons?

Sawman: Well, "realistic" and "real" are actually two different things in this case. I see a "realistic" load out being much lighter than what we really end up carrying. As a SEAL Sniper, my ruck was routinely 120 lbs! Now, if you add to that the 50lbs of web gear, the main weapon system (10-20 lbs) the sidearm, blow out kit and E&E items, you can see why we could barely walk when we started our missions. Swimming, sky diving, and humping this amount of gear to a target is a crusher. You have to really want to be there when you see what all is involved.

One thing's for sure, if you're carrying multiple long weapons, your speed and agility will be negatively affected. You can't just pick up more and more stuff and continue running around with zero consequence. If you pick up a weapon, it is with calculated thought for a specific application. When it's empty, it's gone!
 
MPC: Are there times when you really would carry a carbine or SMG, a rifle, plus a sidearm?

Sawman: Actually, yes. I have on several occasions. As an example, when I was bringing a bolt action .50 cal Sniper Rifle onto a target to bring precision fire on certain pre-designated targets, I also had to bring a weapon I could fight with, in order to be effective during contact on the way in or out. Because we always like to carry pistols as a last-ditch, Evasion & Escape weapon, or backup, I had that on, as well.  So, yes, it gets cumbersome. I weighed 325 lbs lifting off for one mission and on that particular mission I didn't even have a ruck!

It's confirmed: in real life, pulling out your knife does not make you run faster. Sawyer also says only in the rarest of circumstances would you ever sling your weapon to run faster and even then only with cover fire being provided.

But for most scenarios, a typical Operator wants one versatile long weapon and a very simple and reliable sidearm as a back up. I specifically say simple and reliable for the sidearm, because some guys have gotten carried away recently with overly-complicated sidearms, which is counter-productive in a serious fight under adverse conditions. When you're down to your sidearm, it's usually because something is already wrong, like your primary goes down, or there isn't time to reload it, due to there being an immediate threat right in front of you at short range. Or maybe your primary shooting hand is shot, so it's unusable and you're now trying to draw your pistol with your bloody weak hand.

You're usually in close range and needing to shut someone down before he shuts you down. In that scenario, you just want your pistol to fire, EVERY time. So, simple and reliable trump all the fancy garbage people want to add to their pistols…at least for combat use. 
 
MPC: Flashbang or stun grenades are pretty popular today in games. What's it like getting flashbanged and how long are you impaired? Would they ever be used outdoors?

Sawman: Being "crashed" is like being blinded, deafened and punched in the nose all at the same instant. I can't really recommend it as a past-time activity. It's very effective when applied correctly. Only those closest to the device when it goes off are completely affected. The others further away experience somewhat less effect, depending on distance. A flashbang, or "crash" is only a tool, just like any other. It is not a miracle worker, but in the hands of trained professionals, they can be applied with deadly effectiveness.
 
MPC:  Weapon lights are the rage in games today but the blinding effects they pose are somewhat controversial. In the game Battlefield 3, for example, the weapon lights are blinding even outside in the daylight. Would you actually count on a weapon mounted light to blind or dazzle your opponent or do does it just create the world's biggest bullet magnet?

Sawman: When indoors, especially at night, flashlights are very effective at what they're intended to do, which is illuminate the space the Operator is moving through. They can also be quite effective at disorienting those on the other end, under those particular conditions, but it should never be counted on.

Despite its popularity in video games, the gold, or chromed Desert Eagle AKA Deagle in .50 caliber is not a practical backup weapon in combat.

As for deploying the light outdoors during daylight, I don't see it being effective unless it's a specialized strobe frequency scientifically developed to physiologically incapacitate those it's used against. Even still, I'd be far more inclined to shoot an opponent outdoors than bother with a light. Like any other new technology, I'd have to put it under serious testing before I'd deploy it in a life and death fight on a real-world mission.


 

 MPC: You have extensive experience as a sniper with the USMC and SEALS. This is probably one of the areas that's seems least likely to even model how a sniper team would operate. In most games, for example, a sniper will fire multiple rounds from the same location and operate on his own. Would a sniper ever fire more than one round from a location or is it really "one shot, one kill?"

Sawman: For traditional infantry Sniper application, one shot from a given location is ideal. However, in today's dynamic environment, where numerous threats present themselves in rapid succession and the newer Sniper systems are semi-auto, we're taking as many shots from one location as we need to in order to effectively cover our team.

It's almost never one Sniper by himself for real world operations. A Sniper is vulnerable when he's on the weapon system and focused on targets at a distance. So, we cover each other in these situations so we don't get flanked, or ambushed from the rear. Like the old cowboy prayer I heard in a movie once: "Oh Lord, don't let someone shoot me in the back while I'm shootin' somebody else in the front!"
 
MPC: To balance how miserable a sniper team can make it for the grunts, Battlefield 3 now has "scope glare." What happens essentially is if the sniper is looking through his scope at a target, a glare from his scope will give away his position. How prevalent is scope glare in real life and would this ever happen to a sniper?

Sawman: Well, at the higher levels, we take certain precautions to ensure we don't have scope glare, or "flash" to deal with. Other units still might not have the technology to prevent this. It can be eliminated through simple, even crude means if the sniper has the understanding of scope glare and takes the effort to make the needed modifications to his equipment.

A belt-fed weapon such as the M249 SAW isn't ideal for getting close with your enemies but can be used in a pinch.

As for whether or not this can happen and give a sniper's position away… I've seen it many times in different scenarios. It's just a simple reality of what happens when the sunlight hits the scope's glass at the right angle.

Some of the techniques of eliminating scope glare are: Specialized chemical coatings for the objective lenses, scope hoods and the honeycomb-shaped glare reduction devices. Even a sniper's veil will eliminate scope glare if applied properly.

MPC: Guns Akimbo or dual pistols is another favorite video game past time. Would you ever dual wield pistols and why not?

Sawman: No, I would not. The reason is that I can shoot more quickly and more accurately with both hands controlling the recoil of one pistol at a time.

MPC: Interestingly, the most favored pistol in video games is a nickel-plated Desert Eagle, or Deagle, in .50 Action Express. Would such a heavy pistol (or HK's massive Mk23) ever rate a role in combat?

Sawman: Yes, but not as a backup sidearm. A huge pistol like the SOCOM HK 23 is best utilized as a primary for very specialized applications when a long gun is inappropriate.
 
MPC: Suppressors are also gaining popularity in many video games. How prevalent are suppressors in actual operations?

Sawman: In conventional units, suppressors still aren't used as much as I would expect. I mainly see them on certain Sniper systems. In the Special Operations community, however, suppressors are used extensively to cut down on the noise signature, thereby minimizing the likelihood of activating an enemy reaction force, and reducing muzzle flash at night, which reduces your visual signature the amount of return fire you get. Nobody wants to be signaling their position as an aiming point during a night fight. Suppressors help in that regard.
 
MPC: How quiet do suppressors really make a weapon, and what are the negatives to running a suppressed weapon all of the time?

Sawman: The level of sound reduction is dependent upon several factors, like the type of ammo being used, the size and design of the suppressor, etc. I personally like running a suppressor whenever possible. They do, however, have their drawbacks. The weapons tend to get much dirtier, much more quickly when running a suppressor. The mirage from a hot suppressor can make it look as though you're under water with the amount of distortion through magnified optics. Suppressors can be heavy and bulky, but are getting lighter and smaller all the time as technology advances.

Suppressors can also alter the trajectory of the ammo being fired, so an Operator needs to know what differences to expect when he runs a suppressor, when that's the case.
 
MPC: Video games make a reality compromise by allowing you to make tactical reloads, or swapping  a half expended magazine for a full magazine at any time and simply adding the remaining half empty magazines to your total round count. We can accept that, but how often do  you think a tactical reload should be performed? Is it better to have a half empty mag in a charged weapon, or be caught mid-reload by an opponent (assuming you have no partner to cover you during a reload).

Sawman: The answer to this question lies in the quality and amount of training an Operator has. On the higher end, we ditch half-loaded mags in a heartbeat before entering a new space with an unknown threat. With the right preparation, magazine changes get to where they're so quick, they're almost a non-issue. It's just a slight pause on the move as we top off our systems out of instinct.

Guns akimbo or dual-wielding guns would decrease your chances of hitting your target but enhance your style by 25 percent.

Even this, though, can depend on the mission. If a target location is remote and support is limited, we'll tend to run a mag longer before swapping it out.

I still do a lot of tactical instruction for various groups and I notice some are geared more towards conventional units, encouraging them to run magazines completely dry before swapping out in a fierce fight, and even then, they're putting the empties away in a dump pouch first. This is a slow method and is mandated by large units with small budgets. It's backwards thinking from an Operator's perspective whose life is on the line right there, right then. For me, I'm not worried about saving my unit commander some money or paperwork, I'm concerned with solving the task at hand, which is winning this particular fight and living to do it again next mission. 
 
MPC: Let's settle all of the Internet arguments: AK or AR?

Sawman: AK for absolute reliability and ammo effectiveness, AR for better refinement and accuracy. It's a preference issue.

I know gunsmiths now who are making some nice AK modifications, causing them to be used as accurately as an AR and with upgraded furniture. In that configuration, you get the best of both worlds.
 
MPC: Pistol caliber: 9mm or .45?

Sawman: .45! The contest isn't even close. However, the .40 S&W is performing terminally (when it hits human tissue) as well as the .45 and is much smaller, allowing the same firepower with a much higher mag capacity.

MPC: Pistol: Glock vs. 1911?

Sawman: Glock! It's simpler and more reliable than the 1911 for combat use. 
 
MPC: Rifle caliber: 5.56 or .308?

Sawman: .308! Again, there are new advances that change that, too. The new .300 Blackout round is currently under development and is performing very impressively in the smaller package. Time will tell how that one works out, but it's looking good so far. Until then, it's .308 all the way for me.

The reason is that 5.56 was never designed to kill man. It's a varmint round that made its way into the military system only through a survival weapon for pilots, which eventually became the M16 and was put into service as an infantry weapon. Bad politics there. They're still trying to fix that mistake almost 50 years later. 5.56 just doesn't perform on humans like .308.
 
MPC: Do you think any of the new wildcat rounds; 5.7x28mm, 4.6x30mm; 6.8 SPC, .408 CheyTac have any chance of ever supplanting standard NATO rounds?

Sawman: Yes, some of these rounds look very promising and if allowed, can make a significant contribution.

MPC: Piston-based AR or old school direct impingement system just as Eugene Stoner intended?

Sawman: I think Stoner had a good handle on what worked for that system. I do like the piston-driven concept, but only for larger weapons. The smaller 5.56 just seems to run better and more efficiently with direct gas impingement. The piston-driven 5.56 rifles tend to be over-driven and suffer from increased recoil, weight and metal fatigue.
 
MPC: Do you have a preferred optic for CQB work? What about up to say, 300-500 meters? Beyond 500 meters?

Sawman: Some of the variable optics now are high quality and reliable enough to use as a primary, allowing an Operator to run CQB with zero magnification and then zoom in on a target at 800 yards and make positive identification and ventilate that target appropriately. My preferences all seem to be coming out of the same shop lately, U.S. Optics. Those guys aren't playing around.
 
MPC: What weapon system that is available now would you have like to have had when you were a SEAL?

Sawman: Ya know, I really like the Patriot Ordnance Factory piston-driven .308 assault rifle. It's got a massive heat sink on the chamber, piston driven reliability, an adjustable gas system so you're not over-driving the weapon, billet aluminum construction and their bolt carrier groups and receivers are nickel plated for maximum reliability under adverse conditions. With a variable optic, a short barrel and a collapsible stock, this weapon is extremely versatile and reliable, from CQB, all the way out to a good 900 yards, depending on ammo and shooter skill. Hard to beat that combo for all-around effectiveness in my book.

MPC: If you were serving today in a general patrol mission, what would be your ideal weapon selection and loadout?

Sawman: The biggest belt-fed machine gun in the lineup! On the SEAL teams, that would be the MK 48. I just like being able to change the course of a fight by aggressively chewing through barricade material, like walls, vehicles, etc.

In fact, that's one thing I wish they'd give more credit to in video games. If you're going to bother picking up a heavy, belt-fed machine gun and endure the weight and heavy handling that comes with that, you should enjoy the benefits, like being able to penetrate barricade material the lesser weapons can't.

MPC: So using a MK 48 (the 7.62mm version of the M249 SAW) would it mostly be in a suppressive fire role? Or do you feel you can be as effective with it in a CQB situation as with a carbine with it? Can a belt-fed be used as effectively as a carbine up close?

Sawman: No, a belt-fed machine gun is an area weapon and isn't suitable for CQB. You can clear a house with one, but you definitely wouldn't want to try to do a hostage rescue mission with it. One exception is the HK 21, which is pretty accurate, can be fired semi-auto, has a solid rail system on top, because the feed tray opens from the bottom, and it fires from the closed bolt. This weapon is the closest a belt-fed machine gun comes to also serving as a potential sniper rifle, or assault rifle. While useful in those alternate roles, it still wouldn't be suitable for CQB.

MPC: What else would you like to see fixed in video games as it pertains to weapon's handling and tactics while keeping in mind that it still has to be fun for most people playing?

Sawman: Well, FUN is the main objective with a video game, so anything goes, really.
 
MPC: Is it preferred to make center mass or headshots due to the amount of body armor in use today? Or is the classic failure drill of two in chest and one in the head actually preferred?

Sawman: I shoot to the body unless I'm at closer ranges. When I can take head shots with relative certainty, that's my preferred choice. Ya just shoot until the guy goes down, but head shots bring that about much more reliably, when you can get them.

MPC: Firing while moving is normal, but, sorry we have to ask, is there any training for firing while jumping? What would actually happen if you started to jump around while firing your weapon?

Sawman: Maybe in the future some super-human Operators will be able to shoot effectively while jumping, but for now, shooting while jumping is a non-issue. 
 
MPC: So, if a team mate started jumping up and down with his knife out, he'd be an idiot right?

Sawman: I can't think of a reason to jump around with a knife in your hand. Keep in mind, in a real combat loadout, you can hardly jump to begin with. If you pull your knife out, it's because something need to be cut. Why not just cut the item and return your knife to the sheath and carry on with the mission?
 
MPC: In many games, slinging your rifle and pulling out your knife lets you run faster. Yes, silly, but is there ever a time where slinging your weapon and running (without the knife) would make you run faster because you are pumping your arms faster or is it not tactically sound not to have your weapon in your hand?

Sawman: If you have a good sling that will allow you to snug the rifle against your torso while you run, I could see doing it in rare instances where there are no threats within visual distance, if absolute speed is essential. Maybe bolting for a waiting helo while other guys cover you, or something like that. As a general rule, though, guys don't do that, we just run with our primary in our hands at the ready.
 
MPC: Just what is the color of the boathouse at Hereford? Sorry, I know it's an SAS joke, but I had to ask.
 
Sawman: I've actually cross-trained with the boys at Hereford and I don't remember there being a "boathouse" but we were traveling around the country quite a bit from one training site to the next. If there was a "boathouse" there on their home compound, I wasn't aware of it. That's the truth. Now, even if there had been, I would not talk about it. That's the code we keep.

Now, if you'll excuse me, I have to get back to training. Today's topic; ambushing someone with a cup of coffee. : )

Want to ask the Sawman a burning question about video games and weapons? Post your question here, we'll collect the top few and ask the Sawman to respond.

Motorola Droid RAZR Lands in iFixIt's Chop Shop

Posted: 11 Nov 2011 11:17 AM PST

Next to the awesome Will It Blend? series by Blendtec, we're big fans of what iFixIt does to hardware. Whereas Blendtec tosses electronics into an industrial blender and records the carnage, iFixIt tears into expensive gadgets, giving the average user who doesn't have the stomach for tech surgery more than just a peek inside. The newest patient to land on iFixIt's operating table is Motorola's Droid RAZR.

The RAZR brand returns, coming back as the thinnest addition to the Droid line to date. It has a 1.2GHz dual-core processor, 1GB of RAM, 16GB of internal storage, 4.3-inch Super AMOLED display with Corning Gorilla Glass, 8MP rear-facing camera with 1080p recording, a 4G LTE radio, and other goodies.

Here's where things get fun. iFixIt ever so briefly considered opening up the RAZR with a dozuki, otherwise known as a traditional Japanse saw, but quickly realized that's a good way to lose fingers and opted to use a spudger instead (we're sure they didn't actually consider a dozuki, but the picture is cool nonetheless).

You can follow along with plenty of pictures right here.

Image Credit: iFixIt

Exceleram Serves Up 32GB of "Grand" RAM for Sandy Bridge-E

Posted: 11 Nov 2011 11:03 AM PST

German memory and storage maker Exceleram unveiled a massive 32GB quad-channel DDR3 memory designed for Intel's upcoming Sandy Bridge-E platform. For most users, 32GB goes well beyond the point of diminishing returns, but if you live and breathe excessive hardware, well, here you go.

The kit is comprised of four 8GB dual-channel DDR3-1333 memory sticks, each one covered in a "Red Culvert" heatsink. Timings are set at 9-9-9-24 and the operating voltage at 1.5V.

Since the kit is 'only' four sticks wide, any LGA2011 motherboard should be able to run them, as the boards we've seen so far have either had four or eight DIMM slots spread out across both sides of the CPU socket. Of course, you don't need a Sandy Bridge-E system to run this kit, and Exceleram even lists a handful LGA1155 boards with confirmed compatibility, albeit in dual-channel mode, obviously.

Price? Exceleram didn't list one, which is probably a good thing if you're allergic to sticker shock.

Image Credit: Exceleram

Intel Snuggles with ARM as a Graphics Partner

Posted: 11 Nov 2011 10:44 AM PST

If you want to talk about unlikely bedfellows, how about Intel and ARM? These two have been slowly encroaching into each other's territories, with Intel wanting to move into handheld devices like smartphones and tablets, and ARM interested in taking a slice of the desktop pie. Even so, Intel is apparently a semiconductor partner related to ARM's Mali graphics ecosystem.

The partnership was listed in one of ARM's slides, according to EETimes. What makes the pairing even more surprising is that Intel is both a license partner and shareholder of PowerVR cores from Imagination Technologies, one of ARM's graphics rivals.

So what does Intel want with Mali graphics cores? One explanation EETimes serves up is that Intel simply inherited the license when the chip maker acquired the wireless business unit of Infineon Technologies at the tail end of 2010. That makes sense, but if there's something larger at play here, it could lead to some interesting side stories between Intel and ARM.

Nvidia's GeForce 285.79 Beta Drivers Beef Up Skyrim, Battlefield 3 And More

Posted: 11 Nov 2011 10:42 AM PST

Pardon us if we keep talking games, but we're just as caught up in Skyrim fever as the rest of the world. While we're talking Tamriel, is your PC primed and ready for fighting dragons in the Nordic mountains? Yesterday, Nvidia released a new Geforce 285.79 beta driver that included, amongst other things, improved SLI and 3D Vision support for – you guessed it – Skyrim (which now garners an "Excellent" 3D Vision rating by Nvidia, by the way).

Nvidia also recommends that Battlefield 3 players download the new drivers, thanks to a trio of improvements specific to that title. Check out the full list of improvements below, and if they pique your interest, head on over to Nvidia's beta drivers page and download Geforce 285.79.

Includes several bug fixes and performance improvements for Battlefield 3:

  • Fixes cases of irregular performance (stuttering) primarily seen on DirectX 10 GPUs. The fix improves the performance of both DX10 and DX11 GPUs.
  • Fixes shadow map corruption seen with DirectX 10 GPUs.
  • Fixes cases of black corruption lines/triangles with DirectX 10 GPUs.

Fixes black screen during playback using Windows Media Center.

Added or updated SLI profiles for the following games:

  •     Aion v3.0
  •     Anno 2070
  •     Assassins Creed: Revelations
  •     Bastion
  •     Need for Speed: The Run
  •     Payday: The Heist
  •     The Adventures of Tintin
  •     The Elder Scrolls V: Skyrim

Added or updated the following 3D Vision game profiles:

  •     Airline Tycoon 2 – Rated Fair
  •     Assassin's Creed: Revelations – Rated Good
  •     Batman: Arkham City – Updated Rating To 3D Vision Ready
  •     Deus Ex: Human Revolution – Rated Excellent
  •     The Elder Scrolls V: Skyrim – Rated Excellent
  •     FIFA 12 – Rated Good
  •     Hard Reset – Updated Rating To 3D Vision Ready
  •     inMomentum – Rated Fair
  •     The Lord of the Rings: War In The North – Rated Good
  •     Smash Cars – Rated Fair
  •     Two Worlds II: Castle Defense – Rated Good
  •     Zombie Driver – Rated Excellent

 

Witcher 2 Surpasses 250,000 Paid Digital Downloads

Posted: 11 Nov 2011 10:21 AM PST

Skyrim may be the big budget game on everyone's minds today, but it isn't the only kick-ass RPG that was released this year. We found a lot of things to like in The Witcher 2 when we reviewed it back in June, and hey, it's even DRM free! (Unless you buy it on Steam, of course.) While other publishers would have you believe that ditching digital protection is akin to asking for pirates to pillage games, CD Projekt has announced that The Witcher 2 has sold over a quarter million digital copies.

The bulk of those sales are over Steam, Softpedia reports, with 195,000 sales racked up on Valve's distribution service. CD Projekt's own Good Old Games service accounted for another 35,000 sales, while other digital stores contributed another 10,000 downloads.

"The digital sales of The Witcher 2 have exceeded our expectations," CD Projekt's Marcin Iwiński says. "We are even more pleased that our own platform GOG.com had such a great share in the Witcher's success."

The company announced at the end of August that The Witcher 2 was about to pass 1 million sales, a milestone that has surely fallen by now. Not too shabby for a PC-exclusive RPG. Of course, CD Projekt is now hard at work developing an Xbox 360 port of the title, so the "PC-exclusive" disclaimer will have to be retired before long -- but PC gamers will continue to have access to totally free DLC, something console gamers can't claim.

MMO News

MMO News


Blacklight Retribution

Posted: 11 Nov 2011 04:01 PM PST

Blacklight Retribution is an upcoming 3d futuristic FPS with a progressive leveling system and extensive weapon customization options.

blacklightretribution

Publisher: Perfect World
Playerbase: ??
Graphics: High Quality
Type: FPS
EXP Rate: ??
PvP: Various modes
Filesize: ??

Pros: +Amazing Graphics +Extensive list of customization options

Cons: -Limited information available.  -Weapons seem to be unlocked for a timed period and not permanent. 


This is a Preview. This page will be updated when the game is fully released.

Overview

Blacklight Retribution Overview

Coming Soon…

Blacklight Retribution Screenshots

Coming Soon

Blacklight Retribution Featured Video

Click here to view the embedded video.

Full Review

Blacklight Retribution Review

Coming soon…

Screenshots

Blacklight Retribution Screenshots

Coming soon…

Videos

Blacklight Retribution Videos

Blacklight Retribution Gameplay Footage

Click here to view the embedded video.

Links

Blacklight Retribution Links

Official Page

System Requirements

Blacklight Retribution Requirements

(estimates)

Minimum Requirements:
OS: Windows Vista / Windows 7
CPU: Mid to High Range Dual-Core 2.5GHz CPU or better
RAM:  2GB of RAM
HDD: 5 GB Free
Graphics Card: Vidia GeForce FX5200 ATI Radeon9550

Recommended Specification:
OS: Windows Vista / 7
CPU: Quad-Core CPU or better
RAM: 4 GB of RAM
HDD: 14 GB Free
Graphics Card: GeForce 6600 256M Pixel Shader, Vertex Shader Ver 3.0

Star Trek Online free-to-play date set

Posted: 11 Nov 2011 02:18 PM PST

In exclusive news released to IGN, Cryptic Studios revealed that Star Trek Online will go free-to-play on January 17, 2012.

The interview with Executive Producer Stephen D’Angelo reveals that Star Trek Online is aiming for a different model of free-to-play than they used with Champions Online, one that will also improve the game’s difficulty at higher levels. For example, players will be able to use Dilithium to get high level equipment, which will have a daily earnable cap, but that will also be able to be auctioned off for Cryptic Points. The developers are hoping to reduce the “pay for content” standard set forth in Champions Online.

star-trek-online-drone-borg

Star Trek Online Gameplay Screenshot

Source

DCUO adds one million

Posted: 11 Nov 2011 02:09 PM PST

The first numbers have come in from Sony Online Entertainment, revealing that DC Universe Online has gained a total of one million new players in the first week of its free-to-play launch. These players are split equally between PS3 and PC platforms.

The free-to-play DC Universe Online experience lets players have up to two characters and access all main game content, excluding some downloadable additional content.

Sony Online Entertainment also publishes Free Realms and EverQuest II.

dc-universe-online-player_power4

DC Universe Online Gameplay Screenshot

Source:

DC UNIVERSE ONLINE REGISTERS 1 MILLION NEW PLAYERS WITH FREE-TO-PLAY TRANSITION

DC Universe Online‘s transition to free-to-play has been welcomed by the community and gamers with heroic enthusiasm. In just one week alone, 1 million new players have joined DCUO with a 50/50 split between PC and PS3,” said Lorin Jameson, Executive Director of Development, SOE Austin. “DCUO now joins the ranks of SOE’s other successful free-to-play titles, including Free Realms and Star Wars: Clone Wars Adventures.”

Jameson added, “Our business model philosophy of Free to Play Your Way makes DCUO accessible to every type of player so they can choose to play the game in a way that suits them best. We have a lot of exciting things coming up for players to enjoy in the game and are thrilled at the initial enthusiasm for the game’s free-to-play transition.”

December expansion announced for CrimeCraft

Posted: 11 Nov 2011 01:59 PM PST

CrimeCraft’s publisher, Vogster Online, has announced that the game’s second major expansion will be released in December, under the name GangWars.

The expansion will add Territory Wars, where gangs will battle for control of lobbies and instances to get cash and bonuses. A new prologue campaign and guide will be introduced for new players. Quickplay will let players enter games quickly and bypass the RPG-style lobbies if they desire, and classes will have over 20 profiles that include equipment and skills. Finally, a new PvE/PvP game mode, Core Annihilation, as well as a new turf, La’Famiglia Compound, will make their debut.

crimecraft-2011-07-22-13-49-54-79

CrimeCraft Gameplay Screenshot

Source:

GangWars Erupt in CrimeCraft this December

Territory at Stake as Gangs Battle for Control of Sunrise City

NEW YORK, NY, Nov. 10, 2011 – Vogster Online has announced the second major expansion to its flagship free-to-play online shooter CrimeCraft(www.crimecraft.com).
CrimeCraft  GangWars, coming in early December, is set in the bloody aftermath of the Bleedout Campaign and the destruction of the Scorpion Chamber, the governing body of Sunrise City. Gangs now fight for control of the city.

The centerpiece of the update is the new Territory Wars feature that pits gangs in combat for control of lobbies and instances. Gangs generate cash and get bonuses for the regions they control, but they must constantly defend their territory from rivals.

"This is hardcore end-game content for our veteran players," said Executive Producer Michael Mendheim. "We've got a lot of active, powerful gangs that are looking for ways to show that they are the baddest gangsters in Sunrise City, and we're giving them a chance to prove it."

GangWars also delivers significant changes geared towards new players including an updated, optional prologue campaign and lobby-based guidance to help new users find their way around Sunrise City. These features are all designed to get new players into the action faster than ever before.

Other features coming in CrimeCraft: GangWars include:

·         Quickplay – Access CrimeCraft’s core gameplay features through a simplified interface that lets you shortcut RPG gameplay and get right to the action. Players can switch between the streamlined Quickplay experience and the fully featured lobbies with the click of a button.
·         Class Profiles – Experience immediate and intense combat action using over 20 distinct profiles, each providing all necessary equipment including weapons, clothing, ammo, boosts, abilities and AUGs.
·         Unique Game Mode – Core Annihilation is an epic game mode that blends PvP and PvE combat. Players cooperate with AI controlled soldiers to destroy an opponent’s core while protecting their own.
·         New Turf – La’Famiglia Compound, a 6-16 player combat zone, is the epitome of lavish luxury and criminal greed… a mansion every gang dreams of controlling.

"CrimeCraft is the longest running free to play game of its kind and this second expansion cements our place as a leader in the niche," said Vice President of Development Daniel Prousline.

The expansion is currently set for an early December  release.

Cultures Online heads to the Americas

Posted: 11 Nov 2011 01:40 PM PST

Cultures Online launches its latest expansion today: Brawl for the Americas.

The expansion opens the North American continent for players, adding 52 territories and several cultures, including the Native Americans, Mayans, and Eskimos. New outposts and dungeons are also available in the new territories to conquer, which will be unlocked in the second part of the patch.

Cultures Online is published by Gamigo, which also publishes Loong and King of Kings 3.

Cultures Online: Brawl for the Americas Video

Source:

Cultures Online – Off to the Americas!

Hamburg, 11.11.11 – Today is the day: Sails are being set and blades sharpened in gamigo’s building strategy game Cultures Online. Brave Vikings and Asians are sailing off to discover and settle this new continent in the game’s latest expansion, “Brawl For The Americas”.

A new trailer for the release of “Brawl For The Americas” is available for download from the press server and on YouTube.

Things are really heating up in the Americas: Outposts are beating fought over by players and tribes. Once a settlement has been conquered, it’s time to shift effort to expanding and maintaining control of it for as long as possible. The longer the player controls an outpost, the more difficult it becomes to keep – and then the brawling begins again! There’s even more to fight about when players build entrances to dungeons that they can head in to either on their own or with a group to loot especially valuable equipment.

Brave conquistadores can set sail for the Americas now; the tribe outpost features will be unlocked with the second part of the patch, which will follow in a few weeks.

Features at a glance

-      New continent, America, with 52 territories
-      New cultures to discover (Native Americans, Mayans, Eskimos)
-      Outposts for players and tribes to conquer and expand
-      Loads of new dungeons that can also be entered with a group

Last Chaos gets biggest update in two years

Posted: 11 Nov 2011 01:31 PM PST

A massive content patch has just hit Last Chaos – the biggest update the game has had since 2009.

The patch raises the level cap from 165 to 175, adding a new zone (Tarian, the frozen tundra) for players to explore and gain experience in, as well as new skill levels and gear for all classes. The Temple of Forgetfulness has also been re-imagined, with a new time attack zone, a treasure hunt, new monsters, and a new boss.

Last Chaos is published by Aeria Games, which also publishes Shaiya and Twelve Sky 2.

last_chaos_screenshot_-_camph

Last Chaos Gameplay Screenshot

Source:

Last Chaos' Biggest Content Update Since 2009

New Zone, Level Cap Raise, New Monsters and Additional Features

SANTA CLARA, Calif.  – Nov. 11, 2011 – Aeria Games, a leading global publisher of free-to-play online games, has just released one of the biggest content patches for its popular MMORPG, Last Chaos.

The new content patch is the largest since 2009, and allows players to access a new zone as part of the level cap raise from 165 to 175. This massive content patch also comes with a re-imagined dungeon, an increased skill level and new gear.

New content included in this content patch:
·        New Zone – The new zone, "Tarian, the frozen Tundra," is open to players who are at or near the level cap. This new zone contains monsters all the way up to level 175 and is in a snow map that prominently features a frozen lake, a dark tower and several new and re-imagined monsters.
·        Level Cap Raise – Players can now level up from 165 to 175, the first level cap raise since 2009. The level cap increase comes complete with new gear, new monsters, extended skills, new quests, and a brand new zone.
·        Re-Imagined Dungeons – Visit the "Temple of Forgetfulness," a re-imagined dungeon with many new features. The Temple now includes a time attack zone, a treasure hunt, a new boss and several new monsters.
·        Increased Skill Level – The addition of an extra level and a corresponding upgrade in power allows players to increase their skill levels.
·        New Gear – Brand new sets of gear will provide more power to players. Players must level up in order to get access to the new gear.

Just like any other Aeria Games title, Last Chaos is free to play. For more information regarding Last Chaos, please visit http://lastchaos.aeriagames.com/.

MMO Updates

MMO Updates


Funcom highlights Age of Conan player numbers, offers in-game reward pack

Posted: 11 Nov 2011 09:00 AM PST

Filed under: , , , , ,

Age of Conan - King's Reward pack
DC Universe Online isn't the only MMO crowing about its freemium changeover this week. Age of Conan made the switch last summer and now Funcom is highlighting the fact that more than 600,000 players have tried the Unchained version of the fantasy title since July.

As a token of appreciation, the company is presenting players with a little ditty called the King's Reward pack. Everyone who logs in prior to November 21st can grab the bundle via the special offers tab of the AoC item shop. The pack contains various potions designed to speed your way through Hyboria, but it's also limited to one character per account, so make sure you're on your main when you claim it.

MassivelyFuncom highlights Age of Conan player numbers, offers in-game reward pack originally appeared on Massively on Fri, 11 Nov 2011 12:00:00 EST. Please see our terms for use of feeds.

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Final Fantasy XI goes 11-11-11 wild

Posted: 11 Nov 2011 08:30 AM PST

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Final Fantasy XI
You totally can't blame Square-Enix for taking advantage of the once-in-a-lifetime 11/11/11 calendar event to throw a Final Fantasy XI promotion. That's serendipity, right there.

With the "11 on 11-11-11" sale, the company is unleashing a thunderstorm of lightning deals. Starting off, curious players can give Final Fantasy XI a try for free for 14 days with a new account. If the sampling is deemed subscription-worthy, the full Ultimate Collection Abyssea Edition can be purchased for 50% off the retail price. This package includes the core game, four expansions, three scenarios, and three Abyssea battle areas.

And while you can't purchase it today on the 11th, Square-Enix wants to let you know that the Final Fantasy XI Plus soundtrack will go on sale on the 15th. This two-disc OST has previously unreleased tunes from the game and PlayOnline. Players who snag a first-edition copy will also get a code for an in-game keyboard that will play a random tune when you enter your house. You can only preorder this right now through the Square-Enix store.

MassivelyFinal Fantasy XI goes 11-11-11 wild originally appeared on Massively on Fri, 11 Nov 2011 11:30:00 EST. Please see our terms for use of feeds.

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EQII Age of Discovery pre-orders available

Posted: 11 Nov 2011 08:00 AM PST

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EverQuest II - dark elves dungeon-running
EverQuest II may be gearing up for free-to-play, but Sony Online Entertainment is still charging a premium for the game's latest digital expansion. When Age of Discovery launches next month, the content pack will be available in two flavors: A regular edition for $39.99 and a collector's bundle for $59.99. The catch is that the collector's edition price is actually a discount, and if players fail to pre-order the pack, the price increases to a whopping $89.99.

What do you get for such a princely sum?

In addition to the new AoD content, players will receive a flying mount, a cloak, a robe, a Lavastorm house, a Beastlord pet, two dungeon-maker mob spawners, and a custom dungeon-maker map layout.

SOE has yet to announce an official release date for Age of Discovery, nor does the company's announcement page say when pre-orders will close. We'll keep you updated as we learn more.

MassivelyEQII Age of Discovery pre-orders available originally appeared on Massively on Fri, 11 Nov 2011 11:00:00 EST. Please see our terms for use of feeds.

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Guild Wars 2 developer explains updated cinematic conversations

Posted: 11 Nov 2011 07:30 AM PST

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Guild Wars 2
Guild Wars 2 fans are starting their morning with an interesting update and some entertainment, thanks to ArenaNet's motion capture and cinematic guru Chuck Jackman. Chuck is the mind behind the newest ArenaNet blog entry, all about the recent improvements to Guild Wars 2's cinematic conversations.

The cinematic conversations in Guild Wars 2 are the brief cutscenes that take place between player characters and NPCs at significant points in the story line. Until now, players trying the demo have only seen the placeholder versions of these cinematics, which consisted of a lot of seemingly-random emotes and what Chuck describes as "some very basic lip-synch that resembled more of a duck's bill than a human's mouth."

The team has been hard at work on improvements, though, and today's blog entry unveiled two videos of the new cinematics. It's a fairly lengthy read, with plenty of explanation of everything from emotes to facial animations to voice work. If your eyes glaze over at even a hint of tech-speak, fear not. While we have our doubts about Chuck's claims of blotting out the sun and tearing code from the minds of ancient gods, it's definitely an entertaining and informative read for any gaming fan. Check out the full entry at the ArenaNet blog.

MassivelyGuild Wars 2 developer explains updated cinematic conversations originally appeared on Massively on Fri, 11 Nov 2011 10:30:00 EST. Please see our terms for use of feeds.

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SOE touts one million new DCUO players

Posted: 11 Nov 2011 07:00 AM PST

Filed under: , , , , ,

DC Universe Online - Harley and Robin
The success notices keep rolling in for DC Universe Online. This time Sony Online Entertainment is touting the fact that one million new players have joined the game's community over the past week. Executive director of development Lorin Jameson says that the numbers are split 50/50 between the PC and PlayStation 3 platforms, and he also intimates that more good news is in the works for fans of the superhero MMO.

"We have a lot of exciting things coming up for players to enjoy in the game and are thrilled at the initial enthusiasm for the game's free-to-play transition," Jameson said via press release.

[Source: SOE press release]

MassivelySOE touts one million new DCUO players originally appeared on Massively on Fri, 11 Nov 2011 10:00:00 EST. Please see our terms for use of feeds.

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    Storyboard: The couple that roleplays together rolestays together

    Posted: 11 Nov 2011 06:00 AM PST

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    We've come a long long way together, through the hard times and the good.  I want to celebrate you baby, I want to raid with you like I should.
    When Ms. Lady first got into MMOs, she had a very firm opinion on roleplaying, filled with subtleties and coherent arguments. Her overall thesis was "roleplaying is dumb," backed up with further evidence such as "you're dumb for liking it" and "let's talk about something else." This lasted until she really tried it, at which point she changed her thesis to "roleplaying is awesome" and supported it with "I was dumb to say that" and "you'd better not put this in an article several years from now."

    What I'm getting at is that we roleplay in-game together. Quite a lot, actually, to the point that a good number of my roleplaying anecdotes involve her in one capacity or another.

    Roleplaying in a committed relationship poses its own unique set of issues, however, the sort that just don't happen when you are roleplaying with people who live at least in another house. So here are a few tips to ensure that while you and your significant other will probably still argue about pointless things, roleplaying will only be an infrequent guest star to the stupid argument party.

    Continue reading Storyboard: The couple that roleplays together rolestays together

    MassivelyStoryboard: The couple that roleplays together rolestays together originally appeared on Massively on Fri, 11 Nov 2011 09:00:00 EST. Please see our terms for use of feeds.

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      The Daily Grind: Do you prefer pre-made class characters?

      Posted: 11 Nov 2011 05:00 AM PST

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      Vindictus
      Although it's not a new trend, the practice of making pre-made playable characters to represent each class in an MMO is becoming more and more popular.

      In games like Rusty Hearts, Vindictus, Diablo, Torchlight, Aika and a few others, you pick from an assortment of pre-made characters to play the game. Customization is non-existent or minimal, but you're not really playing those types of games for a deeply customizable character. Without worrying about getting your hair and eye color just right, you can grab a character and just start playing.

      So is this a feature you prefer over heavy customization? Do you accept it for certain games, based on their style, or is it a complete turn-off for you across the board? Let us know in the comments below!

      Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

      MassivelyThe Daily Grind: Do you prefer pre-made class characters? originally appeared on Massively on Fri, 11 Nov 2011 08:00:00 EST. Please see our terms for use of feeds.

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        Behind the Mask: How tanking got easier

        Posted: 10 Nov 2011 06:00 PM PST

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        I've mused for a long time about the problems with tanking in Champions Online, since it's my preferred PvE role. Gold members can build freeform characters with everything one would need for a tank, leaving only skill as a requirement. On the other hand, Silver members have been left out in the cold. It's unfortunate, but there has simply been no decent archetype tank.

        This all changed with the launch of the Master, a martial arts-themed melee fighter with everything needed to compete in the toughest lairs. Although he isn't a perfect tanking package, he is completely functional and does his job well. He's the Mind of tanking archetypes: He soaks damage, he owns face, and he isn't reliant on a healer for sustainability. I think I'm in love.

        Although he is not a free archetype, unlocking the Master is a one-time purchase. If you're into the tank playstyle but you're not into a subscription, this archetype is for you.

        Continue reading Behind the Mask: How tanking got easier

        MassivelyBehind the Mask: How tanking got easier originally appeared on Massively on Thu, 10 Nov 2011 21:00:00 EST. Please see our terms for use of feeds.

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          A new invasion is hitting Star Trek Online's test server

          Posted: 10 Nov 2011 05:30 PM PST

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          That probe is double-parked, too.
          There has never been a shortage of stories about the Borg assimilating a culture, but it's rare for the race to actively invade a planet. But that's exactly what's happening on Star Trek Online's test serve: Defera undergoing a large-scale invasion by the Collective. Players in both the Federation and the KDF are tasked with fighting back against the Borg in a variety of different settings across the planet to help test out this new large-scale event.

          Running for two hours once started, the event is currently being activated frequently enough so that players can consistently test all of the new elements introduced. If simply taking part in the push to prevent the Borg from getting a foothold isn't enough, the event also offers players new items as mission rewards, drops, and craftables. It should be an interesting event for players to explore in full on the test server, and it serves as another example of the game taking the war against the Borg up another notch.

          MassivelyA new invasion is hitting Star Trek Online's test server originally appeared on Massively on Thu, 10 Nov 2011 20:30:00 EST. Please see our terms for use of feeds.

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          Ask Massively: This is a sneaking mission edition

          Posted: 10 Nov 2011 05:00 PM PST

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          I'm also sad that peachifruit isn't doing an MGS4 comic.  Or finishing her P4 comic.  She did good parodies.
          Let's get something straight: Even though I'm late to the party with Metal Gear Solid 4, I'm a fan of the series. It's not perfect by any means, but it's one of my favorite franchises of all time. That having been said, why is it always a sneaking mission? Just once, I'd like to be told that this is a march-in-with-an-automatic-gun-and-shoot-people-in-the-face mission. But no, solo sneaking mission, every single time. I know, it's the series hallmark, but since my second playthrough is already going to be a bloodbath with a stealth unit equipped, part of me wants to do that on the first playthrough. Just once.

          Appropriately enough, this week's questions for Ask Massively involve stealth in MMOs. They also involve subscription fees, but that doesn't really segue naturally. If you've got a question you'd like to see in a future installment of the column, feel free to leave it in the comments or mail it along to ask@massively.com.

          Continue reading Ask Massively: This is a sneaking mission edition

          MassivelyAsk Massively: This is a sneaking mission edition originally appeared on Massively on Thu, 10 Nov 2011 20:00:00 EST. Please see our terms for use of feeds.

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            Latest Elsword patch introduces enhanced PvP, grouping incentives

            Posted: 10 Nov 2011 04:30 PM PST

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            Screenshot -- Elsword
            Kill3rCombo's anime-style sidescroller Elsword has just received a brand-new update that adds a few new features for players to enjoy. PvPers will surely be overjoyed by the newly enhanced PvP system, which boasts new matchmaking functionality and the addition of Arena Points. Arena Points are earned by players through participation in matchmade games and can be used to purchase new weapons.

            Social players will find that partying up now grants increased experience points, which should provide greater incentive to adventure as a group. The final two Velder town levels are now available, and so are two new pets which will assist players on their adventures. To get in on the fun, head on over to Elsword's official site.

            [Source: Kill3rCombo press release]

            MassivelyLatest Elsword patch introduces enhanced PvP, grouping incentives originally appeared on Massively on Thu, 10 Nov 2011 19:30:00 EST. Please see our terms for use of feeds.

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              Captain's Log: To spec or not to spec?

              Posted: 10 Nov 2011 04:00 PM PST

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              Screenshot - Star Trek Online
              Captain's Log, Stardate 65340.3...

              Hello, computer (and players)! Unlike an answer to Shakespeare's original question, the answer to the question in this week's title is probably a no-brainer for most of you: Yes! Choosing a specialization, or "speccing," in MMOs is something that stretches across most titles out there, and Star Trek Online is no different. Whether you wish to resist attacks longer, do more damage, or add strength to your powers, choosing a customized spec can be rewarding and a challenge at the same time. With so many variables and places to spend your points, the possibilities are endless.

              While this week's Captain's Log is not here to tell you what you should spec into for your particular class or ship set-up, I would like to go over the space skill point overhaul that STO is about to go through. In the past, one of the biggest complaints from players was that they did not have a clear understanding of which skill tree affected which ability. The devs heard this feedback and have been working on a complete revamp to make these decisions simpler. Hopefully, this will allow you to have a better understanding of where and why to spend your points in a particular skill when you do have to re-spec at the launch of F2P on January 17th, 2012.

              Ensign, warp 10! Let's get our readers' bookmark buttons ready...

              Continue reading Captain's Log: To spec or not to spec?

              MassivelyCaptain's Log: To spec or not to spec? originally appeared on Massively on Thu, 10 Nov 2011 19:00:00 EST. Please see our terms for use of feeds.

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                MindArk announces Planet Calypso land grab

                Posted: 10 Nov 2011 03:30 PM PST

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                Screenshot -- Planet Calypso
                MindArk's Planet Calypso is certainly one of the most unique virtual worlds out there, due in large part to the fact that the game's real estate is bought, sold, and traded for real-world cash. Land management, however, has generally been an activity for the ludicrously rich, with some properties costing as much as 500,000 USD.

                MindArk looks to change that, however, by introducing a whopping 60,000 new plots of land (each measuring at 100 square meters) that can be bought for the (relatively) low price of 100 USD. Each deed that a player purchases "entitles the holder to a share of the 50% planet partner Gross Revenue generated by Planet Calypso." So if you've got a few hundred bucks to blow on virtual real estate and want a piece of the pie, head on over to the official site and sign up.

                MassivelyMindArk announces Planet Calypso land grab originally appeared on Massively on Thu, 10 Nov 2011 18:30:00 EST. Please see our terms for use of feeds.

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                Gabe Newell confirms Steam security compromise

                Posted: 10 Nov 2011 03:15 PM PST

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                Valve logo
                A few days ago we reported that Valve's Steam forum security had been compromised. A letter from Valve head-honcho Gabe Newell today confirms this fact and reveals that the intruders also gained access to a Steam database that contained a ton of personal information, such as usernames, encrypted passwords, email addresses, and encrypted credit card information. Newell adds that there is currently no evidence that any of that information was actually taken by the intruders or that credit card numbers or passwords were cracked.

                Steam users will be required to change their forum passwords when the forums are opened back up. While the company claims that no Steam accounts have been compromised, if your forum password was the same as your account password, a change would likely be a good idea.

                MassivelyGabe Newell confirms Steam security compromise originally appeared on Massively on Thu, 10 Nov 2011 18:15:00 EST. Please see our terms for use of feeds.

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                The MMO Report: Giving it away for free edition

                Posted: 10 Nov 2011 03:00 PM PST

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                The MMO Report
                Today on The MMO Report, Casey chronicles DC Universe Online's F2P growing pains ("It's almost like they're giving it away for free," he says cheekily) before moving on to the Total Recall MMO, Star Wars: The Old Republic's server types, Guild Wars 2's pet system, and the bizarre addition of Second Life to the FBI's watch list for criminal gangs and drug traffickers. "Way to give criminal organizations a wonderful idea, FBI," jokes The Beard.

                This episode also sees the return of Uncle Casey's mailbag and a new contest to devise an MMO Report-themed drinking game. Winners will receive (what else?) World of Warcraft-themed MEGA Bloks.

                Casey ends the show on a Skyrim note: "For some reason, I am always drawn to the most useless skills and end up creating a character that's only good at talking to people and getting lower prices on things but not so great at killing things." Sounds like some of my toons!

                Hit the break for the full episode!

                Continue reading The MMO Report: Giving it away for free edition

                MassivelyThe MMO Report: Giving it away for free edition originally appeared on Massively on Thu, 10 Nov 2011 18:00:00 EST. Please see our terms for use of feeds.

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                  Firefall makes with the G-Star trailer explosions

                  Posted: 10 Nov 2011 02:30 PM PST

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                  Firefall
                  If you have two minutes to spare and a desire to become moderately pumped-up about Red 5's up-and-coming sci-fi shooter, then you could do far, far worse than to watch the G-Star trailer for Firefall.

                  There's no narrative behind it, mind you, but if you love eye candy, then you're in for a treat. Explosions, super-jumps, flights, weapons of all makes and models, snipe attacks, anti-aircraft batteries, and intense brawls are spliced together to give you a quick-and-dirty feel for the game.

                  Currently the game is in limited beta testing. You can watch the full Firefall trailer after the jump!

                  Continue reading Firefall makes with the G-Star trailer explosions

                  MassivelyFirefall makes with the G-Star trailer explosions originally appeared on Massively on Thu, 10 Nov 2011 17:30:00 EST. Please see our terms for use of feeds.

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                  Wargaming.net honoring U.S. Veterans on Veterans Day

                  Posted: 10 Nov 2011 02:00 PM PST

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                  Screenshot -- World of Tanks
                  Tomorrow, Americans will be celebrating Veterans Day and honoring the service of our armed forces. Wargaming.net has announced that it will be joining the celebrations by donating proceeds from World of Tanks gold bundles to the Paralyzed Veterans of America organization. For every $14.95 gold bundle purchased, Wargaming.net will donate $5, and for every $49.95 gold bundle purchased, it will donate $15. So if you want to support war veterans while blowing some tanks to kingdom come, head on over to World of Tanks and join the fight.

                  [Source: Wargaming.net press release]

                  MassivelyWargaming.net honoring U.S. Veterans on Veterans Day originally appeared on Massively on Thu, 10 Nov 2011 17:00:00 EST. Please see our terms for use of feeds.

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                    New EVE video takes you behind the core technology curtain

                    Posted: 10 Nov 2011 01:30 PM PST

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                    EVE Online - starmap
                    Holy cow, would you believe that CCP has put out another positive press blurb? We know, it shocks us too, and the unfailingly chipper Icelandic development firm is winding down a week full of dev blog updates with a behind-the-scenes look at EVE Online's core technology team.

                    Thankfully there's a video involved, as a text-based behind-the-scenes look would be almost as boring as a New Eden mining run. Also, flying-in-space fans, beware: There are some stretches of the clip that focus on full-body avatars and other "non-essential" gameplay elements. Aside from that, there are bits dealing with ship shadows, readability and usability issues with the star map, and some details on the new open source crash reporting system.

                    Click past the cut for the full clip.

                    Continue reading New EVE video takes you behind the core technology curtain

                    MassivelyNew EVE video takes you behind the core technology curtain originally appeared on Massively on Thu, 10 Nov 2011 16:30:00 EST. Please see our terms for use of feeds.

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                    First Impressions: SD Gundam Capsule Fighters Online

                    Posted: 10 Nov 2011 01:00 PM PST

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                    SD Gundam Capsule Fighters Online
                    Like the gameplay of SD Gundam Capsule Fighter Online, the title of the game itself may need some translation. "Online" and "Fighter" you can probably make sense of, and even if your knowledge of Japanese cartoons ends on Saturday mornings in the '80s and '90s, "Gundam" is probably familiar -- this is a game where you drive robots around shooting at each other online. But "Capsule" might throw you a bit, and "SD" was a new one to me. "SD" means "super deformed," and Gundam Capsules are like those little plastic balls you can get from 25-cent-machines in the supermarket. They're toy versions of Gundam mechs, basically.

                    In other words, SD Gundam Capsule Fighter Online is essentially a game about toy robots fighting. It was first released in South Korea in 2007, and it's slowly made its way around the world here to North America, where it's in closed beta and is set for a full free-to-play release in "early December" by OGPlanet.

                    As you might imagine, it's cute, and the mechanic of collecting and customizing these little robot machines that you can send into battle will likely appeal to quite a few players. Unfortunately, after playing a few matches of the third-person shooter at OGPlanet headquarters recently, I determined that it'll be tough to recommend the title to anyone but the most die-hard of Gundam fans.

                    Continue reading First Impressions: SD Gundam Capsule Fighters Online

                    MassivelyFirst Impressions: SD Gundam Capsule Fighters Online originally appeared on Massively on Thu, 10 Nov 2011 16:00:00 EST. Please see our terms for use of feeds.

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                      Perfect World Entertainment teams up with Nexon Korea

                      Posted: 10 Nov 2011 12:30 PM PST

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                      Perfect World and Nexon partner up
                      Chinese MMO powerhouse Perfect World Entertainment has teamed up with Nexon Korea in order to expand Perfect World's games to Korean players. Nexon CEO Min Seo says that "[Nexon is] very excited about establishing this New Company with Perfect World to bring more of their titles into the Korean market." Perfect World CEO Michael Chi believes that the pairing will help the studio to "further expand [its] user base and provide the highest quality services to local players in the Korean market."

                      MassivelyPerfect World Entertainment teams up with Nexon Korea originally appeared on Massively on Thu, 10 Nov 2011 15:30:00 EST. Please see our terms for use of feeds.

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                      The Guild Counsel: The problem with guilds

                      Posted: 10 Nov 2011 12:00 PM PST

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                      EverQuest Rangers
                      Last week, I put up a poll asking you, the Massively readers, to indicate whether you had a character in a guild or not. The response was great, and many of you voted and posted your thoughts as well. While this was a very unofficial survey, the results are interesting because it turns out that only a little more than half (56.6%) of those who replied are in a guild. (And for the record, the word guild is used as a catch-all phrase to refer to any in-game organization of people.)

                      There are some overall factors that might account for the results. This website, for example, covers hundreds of games, and the results might be much higher if the survey were done on a particular MMO's official website, where the playerbase is more focused on one game. But there are some valid reasons why players choose to forego guilds, and they're worth taking a look at. I chose three in particular that many commenters seemed to echo in last week's column, and in this week's Guild Counsel, I'll examine why they contribute to giving guilds a bad rap and whether it's possible to turn things around.

                      Continue reading The Guild Counsel: The problem with guilds

                      MassivelyThe Guild Counsel: The problem with guilds originally appeared on Massively on Thu, 10 Nov 2011 15:00:00 EST. Please see our terms for use of feeds.

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                        SOE releases EverQuest II Beastlord Q&A

                        Posted: 10 Nov 2011 11:30 AM PST

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                        EverQuest II starring Marc Singer
                        Beastlords! BEASTLORDS! Sorry, but long-time Norrath junkies are somewhat excited by the upcoming appearance of the popular class in Sony Online Entertainment's venerable EverQuest II title.

                        When the Age of Discovery expansion debuts next month, pet-loving players will have a lot to look forward to, according to lead designer Akil "Lyndro" Hooper. "One of our goals for Beastlords is to experiment with some new play styles. Beastlords have warders that they can tame, who work in combination with the Beastlord to create a new style of combat tactics. Beastlords have fewer buttons to press, and a more active and reactive playstyle than our other classes," Hooper explained in a new Q&A released yesterday.

                        Head to the official EQII website for more of the discussion including the differences between warders and more specifics on combat.

                        MassivelySOE releases EverQuest II Beastlord Q&A originally appeared on Massively on Thu, 10 Nov 2011 14:30:00 EST. Please see our terms for use of feeds.

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                        Lime Odyssey introduces crafting professions

                        Posted: 10 Nov 2011 11:00 AM PST

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                        Lime Odyssey - tailor hard at work
                        Aeria Games is ramping up its PR efforts for Lime Odyssey, a new free-to-play fantasy MMORPG that's been in the works for a while now. The newest info drop concerns the game's dual-class system that "allows a character to adopt both a battle-themed role and a professional trade."

                        In addition to a race, players will need to pick a battle class and a domestic profession for their avatar, with the latter featuring a choice between Chef, Tailor, or Blacksmith. Aeria says that players may then "switch between their character's battle class and profession at any time with the push of a button." In sharp contrast to many combat-focused MMOs, Lime Odyssey features hundreds of crafting quests, and the end results of a crafting combine are "either a helpful tool or a viable commodity for trade."

                        [Source: Aeria press release]

                        MassivelyLime Odyssey introduces crafting professions originally appeared on Massively on Thu, 10 Nov 2011 14:00:00 EST. Please see our terms for use of feeds.

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                          EverQuest II goes fully free-to-play: Our chat with Dave Georgeson

                          Posted: 10 Nov 2011 10:30 AM PST

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                          EverQuest II - Freeport
                          Earlier in the fall, Massively's EverQuest II column, The Tattered Notebook, took a look at the differences between the live servers and the free-to-play server and speculated on the possibility of making all servers free-to-play. As it turns out, we no longer need to speculate because SOE has officially announced that EverQuest II will make the full transition to free-to-play in early December. Just in time for the release of the newest expansion, Age of Discovery, all servers will now share the same subscription plans, Marketplace, and forums. Last week, Executive Producer Dave "SmokeJumper" Georgeson took time to share with us the details of the free-to-play transition as well as highlight some of the new features coming with the expansion. Read on for a look at what's to come for EQII.

                          Continue reading EverQuest II goes fully free-to-play: Our chat with Dave Georgeson

                          MassivelyEverQuest II goes fully free-to-play: Our chat with Dave Georgeson originally appeared on Massively on Thu, 10 Nov 2011 13:30:00 EST. Please see our terms for use of feeds.

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                            Massively mammillary online: Evony hires model to be the... face of the game

                            Posted: 10 Nov 2011 10:00 AM PST

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                            Evony ad
                            Quick -- what's missing in your life? No, not your dog; that beast is never coming back and you might as well get used to it. We're talking about Evony's tasteful, classy, and omnipresent chest-centric ads that had absolutely nothing to do with the gameplay itself.

                            While Evony eventually replaced those ads with ones that showed elements from the actual game, it was only a matter of time before the bosoms of glory returned. To solve the crisis of the irrelevant breasts, the game studio hired a model to portray an in-game character, Eva, in a new series of ads.

                            According to the press release, Eva was chosen by the game's players to find the right look for the person to represent the game. Eva will be displayed as both a real model and cartoon version. Undoubtedly, this is the high point of civilization as we know it, and everything will go downhill from here.

                            MassivelyMassively mammillary online: Evony hires model to be the... face of the game originally appeared on Massively on Thu, 10 Nov 2011 13:00:00 EST. Please see our terms for use of feeds.

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                            Lineage Eternal trailer shows off drag-and-hold combat

                            Posted: 10 Nov 2011 09:30 AM PST

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                            Lineage Eternal - combat screenshot
                            Lineage fans have a lot to be excited about this week, as NCsoft has finally announced the third franchise entry at G-Star 2011. Lineage Eternal is shaping up to be a throwback to the original Lineage title due to its overhead camera, and it also sports a fairly unique "drag-and-hold" mechanic designed to make combat more immersive via drawn mouse patterns for various actions like spell-casting.

                            We say fairly unique here because while the mechanic is new to AAA MMO franchises, a similar idea was employed earlier this year in the Shadow Cities iPhone game. You can get a look at the mechanics in action, as well as over 14 minutes of Lineage Eternal gameplay, in the trailer after the cut.

                            [Thanks to John for the tip!]

                            Continue reading Lineage Eternal trailer shows off drag-and-hold combat

                            MassivelyLineage Eternal trailer shows off drag-and-hold combat originally appeared on Massively on Thu, 10 Nov 2011 12:30:00 EST. Please see our terms for use of feeds.

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