Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


Watch 1UP and IGN Cross Swords in Soulcalibur V

Posted: 24 Jan 2012 05:48 AM 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=3186606

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[PAX 2011] Guild Wars 2

Posted: 24 Jan 2012 01:27 AM PST


I was actually hoping for a new trailer from ArenaNet for PAX 2011, but seeing gamescom was just like… last week, I guess it is just right to stick with the old trailer. So, here is GameSpot’s footage for ArenaNet’s developer panel over at PAX 2011, the biggest information should be a brief teaser about how the guild system functions right at the end. And yes, still no release date, it will be out when ready… Wait, did I hear this somewhere before?


Posted by: admin in Gaming News
Find related article at: http://www.mmoculture.com/2011/08/pax-2011-guild-wars-2-developer-panel.html

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OP-ED: Sony’s Spin on ModNation Racers Vita Lacking Online Multiplayer Comes Across Poorly

Posted: 23 Jan 2012 05:45 PM PST

ModNation Racers

ModNation Racers: Road Trip comes with a variety of online features, allowing you to compete and connect with friends and strangers in more ways than one. While many would presume the game includes online multiplayer, you can only go head-to-head against others through ad-hoc (local) multiplayer. This isn’t a new revelation, as Sony confirmed earlier this month that the only methods for race against other players is to connect locally or by exchanging ghosts. What is new is the puzzling rationale being used to describe why this decision was made.

In a post on the PlayStation Blog today, SCE San Diego’s director of product development, Erich Waas, outlined Road Trip’s online features. Ghosts and localized leaderboards should provide a nice asynchronous experience for those seeking that kind of multiplayer. And of course, ModNation’s biggest allure is the ability to create and share tracks, a feature that not only makes it into the Vita version intact, but brings with it backwards compatibility for the tracks created in the PS3 game.

The inclusion of those features make the absence of online multiplayer even more puzzling — this doesn’t feel like a quick, bare bones port or something of the sort. The PlayStation Portable version of the original ModNation Racers featured pretty solid integration of online multiplayer. Only six players could play together, half the number supported on PS3, but what’s important is that the feature was there. Vita is a more powerful and online-centric system, so it can’t be a technical reason holding it back. Even the last two handheld Mario Kart games were online, and Nintendo is not exactly known for pushing the envelope in the online space. So what gives?

“I know there are some of you that are disappointed that ModNation Racers: Road Trip doesn’t let you play head-to-head online other than ad-hoc. But we really wanted to evolve online functionality and take advantage of the PlayStation Vita’s unique feature set in new ways,” Waas wrote. “If all we ever did as developers is rehash features that have been done in previous games, we’d still be entering passwords instead of using save files and you’d have to start the entire game over after you lost your three lives (extra 1-ups aside).

ModNation Racers

“While online head-to-head has been a mode used in many games in recent years, we focused on making a game that is crafted for how portable games are most often played-in quicker ‘pick up and play’ sessions multiple times in a day. Your online interaction, competition and socialization will always be when it’s convenient for you. I hope that all of you are as interested to check-out the robust online features that ModNation Racers: Road Trip has as we are to see you enjoy them!”

I don’t find the decision to leave out online multiplayer to be a deal-breaker, personally; the ability to create tracks and play those designed by other players is the real hook here. However, with one of Vita’s two models featuring 3G support, it would make sense to allow online multiplayer to be enjoyed from wherever the player is located now that it’s something the system is capable of.

Setting that aside, it’s the beginning of what Waas had to say that was truly dumbfounding. Online multiplayer in and of itself is not a feature that makes people think, “Again?” It’s in the actual execution that it can become boring; people might groan if all they can do online is partake in the same standard racing modes we’ve seen again and again, but offer something unique and your online multiplayer won’t feel like a “rehash.”

Positioning a feature that’s been left out as being played out is reminiscent of Sony’s attitude towards controller rumble in the early days of the PlayStation 3. Former Worldwide Studios boss Phil Harrison famously described rumble as a “last generation feature” in 2007. In fact, there was pending litigation between Sony and Immersion that led to rumble being left out of the PlayStation 3′s Sixaxis controller until years after launch. Rumble would later make its return with the DualShock taking the place of the Sixaxis (though the latter’s motion control was added to the DualShock).

Whether online multiplayer won’t be included because the game is being rushed for Vita’s launch or because San Diego Studio had to choose between implementing online multiplayer and the asynchronous features Road Trip has, the smart thing to do is be up front. Trying to spin this as a positive thing — especially when it’s so easy to detect, as evidenced by the comments on the PlayStation Blog — only makes the situation more frustrating for fans who feel like an obligatory feature has been left out for no good reason.


Posted by: admin in Gaming News
Find related article at: http://www.1up.com/news/modnation-racers-online-multiplayer-spin

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F.E.A.R.: Origin Online (KR)

Posted: 23 Jan 2012 05:45 PM PST


I always thought there is quite a huge fan base for this franchise, but apparently not many are getting excited about this upcoming online remake of the game. Perhaps it is because F.E.A.R.: Origin Online is currently slated for a Korean release only. Well, no matter what, the 2nd trailer for this horror shooter was just made public a couple of hours ago.

The trailer above shows some PvP action between 2 groups of 4, including the usage of mecha-like EPA (Elite Powered Armor) during battles. Fighting through the zombies, players will also have to escape the infested hospital.


For now, there are 3 modes announced: scenario (4 players co-op), fear (players begin as spirits, taking over NPCs and using them to fight against opposing team, unsure if opposing team will get this function as well) and finally, normal mode (maps such as team demolition and free-for-all).


Posted by: admin in Gaming News
Find related article at: http://www.mmoculture.com/2012/01/fear-origin-online-kr-2nd-trailer.html

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Mortal Kombat is the Franchise’s "Most Successful Console Game"

Posted: 23 Jan 2012 01:27 PM PST

Mortal Kombat

The newest game in the Mortal Kombat series has experienced a great deal of success at retail. Warner Bros. today announced that the game has sold 3 million units to date.

That number makes it good enough to hold the title of best-selling fighting game of 2011 (at least thus far), according to WB. It’s also noted that it is “is the most successful console game” for the franchise.

After debuting on April 19, the game was the top seller for the month in the United States with almost 900,000 units sold. It remained in the NPD top 10 list through July before finally falling off in August.

Since release, there has been a fair amount of DLC released, including all of the pre-order exclusives and four additional characters — the last of which was Freddy Krueger. The PS3 version featured an exclusive with Kratos being a playable character; there was no equivalent in the game on 360. Both came with an online pass that needed to be redeemed (or purchased, if playing a used copy) in order to access online multiplayer, a restriction that temporarily prevented PS3 players from getting online.

“All of us at NetherRealm Studios are very excited that players have embraced Mortal Kombat. The game was a labor of love for us and we could not be more pleased with its performance,” said NetherRealm Studios creative director and Mortal Kombat co-creator Ed Boon. “Fan reaction to this latest installment has made all of our hard work worth it.”


Posted by: admin in Gaming News
Find related article at: http://www.1up.com/news/mortal-kombat-franchise-most-successful-console-game

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