Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


OP-ED: Why There May Be No Hope Left for Resident Evil Operation Raccoon City

Posted: 23 Jan 2012 05:39 AM PST

Capcom
made their official announcement yesterday
that Resident Evil 6, the next sequel in their flagship survival horror series, is in development and will release on November 20, 2012. But while the promise of a new chapter in the RE saga is exciting (and the debut trailer amazing), there may be an unintended casualty from this news: Capcom’s upcoming console game Resident Evil: Operation Raccoon City — made by Canadian developer Slant Six Games — could be a victim of the Osborne Effect.

The Osborne
Effect
is a term that refers to the unintended consequences of pre-announcing a future product when there’s already something similar for sale. Naturally, consumers prefer the new/better thing and not an inferior product. In fact, the Osborne Effect is the sole reason technology companies like Apple wait a year before announcing a revision for an existing device. Think about it; if someone told you to choose between a new iPhone now or an even better one that’ll be released in the future, you’ll gladly wait for the better product even if that means waiting a little longer.

Technically ORC isn’t for sale just yet, and while there aren’t many specifics on RE6, the theory still applies — specifically because the announcement came with a release date. On March 20, 2012, ORC will be available at retail; a full eight months ahead of the next numbered Resident Evil sequel. But this sizable head start means nothing when a more promising RE title is waiting in the wings.

I’d argue that Resident Evil 6 already looks more promising than ORC because it unities protagonist Leon S. Kennedy and Chris Redfield into a single adventure against formidable biological terrors. And why shouldn’t it be? Capcom’s own press release positions RE6 as “a giant stride forward in the evolution of the series,” according to Capcom Head of RD and Global Marketing Katsuhiko Ichii. “The development team, led by Hiroyuki Kobayashi, is working tirelessly to deliver the most impressive Resident Evil title ever both in terms of scope and production values.” If this statement is true, why should anyone be excited for ORC?

With all things in life timing is an important first step, but in this case Capcom may have jumped the gun a little too soon. What do you think 1UP? Are you still interested in Resident Evil: Operation Raccoon City? Tell us in the comments section!


Posted by: admin in Gaming News
Find related article at: http://www.1up.com/news/op-ed-no-hope-left-resident-evil-ocr

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Star Trek Online (F2P) review

Posted: 23 Jan 2012 05:39 AM PST

When it was released in 2009 Star Trek Online was met with a collective 'meh' from the majority of the MMO playing community. While its Nimoy-voiced intro, turbo lift doors, communicators and beamings up certainly make for a fair distraction from the realities of not actually being a starship captain in the 24th century, it certainly didn't have the muster to provide true fans with the experience they deserved.

If there's one thing die-hard Star Trek fans are rarely accused of, it's being stupid. Sadly, Star Trek Online was, and still is, a bit stupid. It's tale of woe doesn't quite unfold quite like that of fellow Free To Play convert APB, since Star Trek Online never went away – it's been pootling around its own corner of the internet non-stop since release. This, then, is less a re-boot than a fresh start.

Though the original release was a shambles of confusing stats, broken ground missions, non-existent crafting and offered a complete lack of end-game content, to be fair Cryptic have released a consistent amount of new additions and improvements over the years.

startrekonline-05.jpg

Five 'seasons' of content have arrived in all, adding a multitude of much-needed fixes. Better PvP, high-level raids, playable ground combat (which, it should be said, is still a gaudy aside to the 'functional' space combat at Star Trek Online's core), not to mention the ability for players to create and share their own missions among a multitude of other things.

There's little doubt Star Trek Online is a better game today than it was in 2009. Season 5, the content update designed to prepare Star Trek Online for its F2P re-launch goes even further to patch, fix and manhandle the game into a half-way appealing F2P experience.

The skills have been revamped to be more accessible and understandable (but in MMO tradition they're still largely incomprehensible at first glace), the card-game-esque Duty Officer system offers excellent risk and reward incentive, epic gear sets have been introduced – in short, there's plenty here to tempt a lapsed player.

Sadly this check-list of improvements doesn't tell the whole story. The developers have broken promises, failed to deliver in key areas and have shirked their responsibility to maintain regular community communication (the number one unspoken rule of any MMO).

We're also sad to report that the reception of F2P players by long-standing players (read: 'bitter vets') leaves a lot to be desired, perhaps a product of a highly frustrated core community. This is galaxies apart from the transition for Lord Of The Rings Online, for example.

Star Trek Online is still a far cry from the kind of experience Gene Roddenberry would knowingly embrace were he with us today. Socio-political overtones aside, at its heart Star Trek is about exploration, discovery and diving headlong into the great unknown.

To do the license real justice Star Trek Online should be a living, breathing economy-led sandbox game where the players themselves have the scope to become captains of legend and, by extension, an intrinsic part of game lore. Factions and alliances should rise and fall and great battles should be fought to the dying breath.

Instead we have what essentially amounts to MMO-lite – quick access to meaningless PVP and PVE events, unwanted ground combat (beyond the odd phaser fight, Star Trek has never been about ground combat) and underwhelming and unfulfilling space-battles. Sure, you can tweak your starship to within an inch of a warp core breach, but its appeal to the Star Trek faithful is shallow at best.

Verdict: 5
As unashamed Star Trek fans for as long as we can remember we're sorely disappointed. As your everyday MMO gamer we're equally dissatisfied. If you're looking for a game with Gene Roddenberry's blood coursing through its veins, you're better off taking a degree in Eve Online. It's the only space-based MMO to capture the real nuances of the Star Trek universe.


Posted by: admin in Gaming News
Find related article at: http://www.totalpcgaming.com/mmo/star-trek-online-f2p-review/

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Weapons of Mythology Online

Posted: 23 Jan 2012 01:27 AM PST


This year’s Tokyo Game Show, compared to last year’s, seems to dull in comparison in terms of online games releases. It is not helped by Gamania deciding to have its own game show (link) and various MMO companies not taking part this time round. Weapons of Mythology, first posted a few days back (link), is one of the rare MMO titles. Developed by Taiwanese studio XPEC, of Bounty Hounds Online (link) fame, the game trailer for Tokyo Game Show is now revealed.

I know, one of the human pet form looks just like a carbon copy of a cute race from a Korean title. Other than the pet system, you can see these floating magical objects. This is yet another “pet”, but doesn’t work the same way. These are apparently the objects named in the game’s title, with a total of 3 different elements and each having 5 different growth stage. It will be on of the factors in PvP as each elements will counter each other.You can see some of the designs below.


Talking about PvP, there will be the standard 3 options: Guild, Battle Arena and Faction. For guilds, PvP will take place in the form of territorial control, with different territories having different rare resources. The arena is touted as a DOTA-styled map, although there is no screenshots of it yet. Finally, the faction wars will take shape in the guise of a mass PvP batttlefield. There is currently no date set yet for beta, so stay tuned.


Posted by: admin in Gaming News
Find related article at: http://www.mmoculture.com/2011/09/weapons-of-mythology-online-debut.html

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Wuji Online (KR)

Posted: 22 Jan 2012 11:39 PM PST


Following the recent rush of scheduled martial arts and kungfu MMORPGs due to land in 2012, yet another one is on the horizon. The main difference is, while games such as Age of Wulin (link), Butterfly Sword Online (link) and Swordsman Online (link) are all developed in China, Wuji Online is developed in Korea by a development studio under the revived EyaSoft (of Luna Online fame). Much of the basic combat and a feel of the game can be seen in the trailer below.

Wuji Online boasts a class-less system and a freedom of learning different skills, which a couple of games are currently doing. By upgrading your skills, the effects and actions will change as well. Going the traditional Korean MMORPG way, each equipment can be bored up to 9 times to be embedded with upgrade gems.


Massive instanced dungeons and 15 Vs 15 RvR (not PvP) are some of the other features currently being touted. Aiming for release in the China market as well, Closed Beta is scheduled for the end of this year.


Posted by: admin in Gaming News
Find related article at: http://www.mmoculture.com/2012/01/wuji-online-kr-joining-martial-arts.html

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Final Fantasy XIII-2′s Chocolina and the Mystery of the Omniscient Merchant

Posted: 22 Jan 2012 05:39 PM PST

For me, Mass Effect 3 happens to be a sort of déjà vu moment from nearly a decade ago. Specifically, this is the second time that BioWare has taken a consistent player character across three games. Back in 1998, I rolled a little half-elf ranger for Baldur’s Gate; by that game’s conclusion, I took special care to transfer the character save over to a 3.5-inch floppy. Holding onto said floppy proved handy for Baldur’s Gate II’s release in 2000, where I turned that scrappy half-elf into a ranger worthy of Strider/Aragon — able to lead a band of warriors, wizards, and animals into a victorious battle against a wizard who could bend time itself. And I rounded out this ranger’s tale with Baldur’s Gate II: Throne of Bhaal in 2001 — where he became a sort of god-king that could call in elementals and beasts when he’s not slinking in the shadows like some sort of forest ninja. So the idea of taking a character that I have slavishly developed over three games to a grand conclusion again is what excites me about Mass Effect 3 the most.

But what sort of Shepard am I playing for the conclusion to this crazy grand sci-fi saga? That ranger eventually retired to a quiet life in his cabin surrounded by wolves, rabbits, and other fauna. That was the last time I followed the “good” path in an RPG. Since then, I’ve generally played evil — I was the Devil in Fallout 3; and I grew horns and featured sickly skin in Fable 2. I reserved Jennifer Hale’s excellent acting for a proper heroic Paragon female Shepard, and in line with my “I play asshole fellows” mentality, I created a male Shepard. The result: while Jeremy played Yukiko Shepard with a healthy amount of meticulous thinking, Hobo Shepard (I also don’t take character names seriously) played fast and loose. For nearly every red dialog choice or Renegade interrupt, I promptly chose that option — with exceptions being in rare times where I personally didn’t want the result (more on that in a bit). Since Jeremy and I both played as Infiltrators, our general styles showed two sides of the sniper Shepard space coin.


Posted by: admin in Gaming News
Find related article at: http://www.1up.com/previews?cId=3186596

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Review: You Can Play Gears of War 3 for 100+ Hours (If You Liked the Last Two)

Posted: 22 Jan 2012 01:29 PM PST

It’s funny what a mix of good and bad timing can do for a game. Take Radiant Silvergun, for instance: originally an arcade game and then a relatively limited Japanese Saturn release in 1998, the game became a favorite among the ultra-hardcore, import-happy crowd… assuming they could get the game. Due to its short life on the shelf and the general fervor over its developer Treasure, Silvergun quickly gained triple-digit price tags. Some would suggest that not playing Radiant Silvergun doesn’t make you a real gamer. Well, it’s not that good, but now it’s back and better and easier to get than ever.

Radiant Silvergun is definitely a shooter from 1998. It requires a different kind of skill than today’s arcade shoot-em-ups, where the number one strategy is knowing when to tip-toe between curtains of bullets. Here, enemies are typically small and everywhere, bosses and midbosses are frequent, and they all have tricky patterns that can throw you off if you don’t learn them or don’t kill the boss before they get really tricky. On top of that, the game has an orthodox emphasis on weaponry. You have three basic attack types — vulcan, homing, or spread — that can be combined to make different combinations, like a vulcan cannon that fires from both ends of the ship, or a homing laser that goes for any enemy in your radius. Oh, and a “radiant sword” that you can swing around or use it to absorb certain pink bullets and charge up a super slash. In this version, you can map the combinations to any button you want, but the tower of button icons on the side of the screen when playing can still look a little intimidating. Nevertheless, it’s a feast of firepower.


Posted by: admin in Gaming News
Find related article at: http://www.1up.com/reviews?cId=3185646

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