Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


Keiji Inafune’s Charlie Sheen Moment

Posted: 08 Mar 2012 04:32 AM PST

Listening to Comcept.Inc boss (and former Mega Man, Onimusha, and Dead Rising producer) Keiji Inafune speak tonight at Game Developers Conference 2012 was a little like taking a trip in a time machine back to last spring. You remember — back when people’s tongues couldn’t stop wagging about Charlie Sheen’s bizarre, possibly drug-inspired rants about “winning.”

“Winning” was at the very heart of Inafune’s speech on the grim future facing his native Japan’s game industry — or rather, the fact that Japanese developers (and the society at large) appears to have lost their will to win. “There’s a difference between saying, ‘I don’t want to lose,’ and ‘I will win,’” Inafune remarked. Throughout his 45-minute lecture, he constantly reiterated the necessity of a drive to win.

Of course, Inafune’s speech wasn’t really all that similar to Sheen’s “tiger blood” nonsense. Whereas the celebrity appeared to be speaking across the business end of a cocktail shaker, Inafune’s observations come after more than a quarter-century of working in the games industry and on the heels of being something of a prophet of doom to his homeland — one whose dire predictions have in many ways panned out. To Inafune’s credit, he proved fairly prescient; he helped steer Capcom toward collaboration with Western studios, which resulted in some of the most vibrant and original current-gen console titles to have emerged from Japan.

In some ways, Inafune’s talk served as a sort of apologia for his departure from Capcom a year ago to found the twin companies Comcept and Intercept. “I left behind 900 coworkers… for a company of about 20 people,” he said. Inafune admitted that he could have continued living a comfortable, secure life at Capcom, but that while it’s easy to take chances when things are going well, the true road to success is found in taking risks when the chips are down. He commended South Korea on its vibrant culture, noting that “Korean brands have supplanted Japanese brands” and that he sees in Koreans the sort of drive that Japan possessed in the ’80s. “Japanese singers and movies stars could learn a lot” from their Korean counterparts, he opined. And he feels the same holds true for the country’s game industry.

While Inafune is eager to move beyond his previous successes and on to new challenges — a significant factor in his leaving Capcom — he clearly looks to the past for lessons and guidance. He cites the commercial failure of Mega Man Legends for PlayStation as a watershed moment in his career and laments the Japanese industry’s reliance on sequels. “Establishing a brand takes hard work,” he admits, “yet you can’t rely overly on that brand.” He admitted the steady decline that affected the Mega Man series over the years, and pointed to the success he saw with new ventures like Resident Evil 2, Onimusha, and Dead Rising as proof that throwing full support behind new ideas is essential to progress.

Inafune admitted that on many levels, the Japanese industry has become a relic, comparing it to the Beatles, Steve McQueen, and classic cars. “The Beatles will never record a new album with all four members of the band, and Steve McQueen will never star in a new movie. All we have are DVDs.

“Many creations that measured up to global success were crafted by our predecessors. We have a lot of those in Japan… but we need to think about more than just maintaining brands.”

Inafune presents Comcept as an attempt to return to basics — to rekindle the spirit that fueled the Japanese industry’s landmark successes in the NES era. “Everyone then worked hard and wanted to win,” he said. “There was heated competition. Now, in 2012, we’re older. We have families. Maybe we have mortgages.” But in his mind, it’s essential Japanese developers shake off their collective lethargy before it’s too late.

“The gap between Japan and the rest of the world is growing,” he warned.

Some will find Inafune’s words needlessly alarmist, while others will nod in agreement. In any case, he offered a far more even-handed and solution-oriented approach to the problem than has been heard elsewhere at GDC, where blanket proclamations that “all [Japan's] games suck now” are the order of the day. Inafune may share a similar sentiment, but he’s struck out on his own to help mend the situation in his own small way rather than simply pointing a finger of blame. (He also “accidentally” let slip the news that Comcept is working on Vita software. GDC panels can be for marketing, too.)


GDC 2012: What Can the Next Generation Learn from Gaming History?
1UP editor-in-chief Jeremy Parish’s mission at this year’s Game Developers Conference is informed by his enthusiasm for new ideas and affection for the games he grew up playing. Is it possible to march forward while occasionally glancing back? That’s the question he’s investigating this week.


Posted by: admin in Gaming News
Find related article at: http://www.1up.com/news/keiji-inafune-charlie-sheen-moment

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[GDC 2012] Sins of a Dark Age

Posted: 08 Mar 2012 04:32 AM PST


[Game website] I first discovered this new online game last week, and wasn’t ready to post anything about it as no actual gameplay videos were available. While official videos are still not released, GameSpot managed to record an interview with the developers and of course, took some actual game footage. Sins of a Dark Age merges the RTS (StarCraft) with MOBA (League of Legends, Dota) genres together in yet another unique hybrid. The developer also made Sins of a Solar Empire if you heard of the game.

Well, there are 5 players on each team. 1 of them will be the commander, which will play in RTS mode to collect resources and build/ upgrade the team’s base. Control minions to farm resources, build units and stuff. Also, as the “commander” tag suggests, he must be quick to give instruction to his team mates. The other 4 players will be controlling just 1 hero character, just like in Dota. I think this is rather easy to understand in words, but I have got to really try it out for myself.


Posted by: admin in Gaming News
Find related article at: http://www.mmoculture.com/2012/03/gdc-2012-sins-of-dark-age-developer.html

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Azuga: Age of Chaos MMO Review

Posted: 08 Mar 2012 01:27 AM PST

Azuga: Age of Chaos, previously known as Titan Online, is a 3D fantasy MMORPG with simple graphics and gameplay. Players choose from six weapon types and start their adventures in this Asian-themed world. With a combo system, pets, and optional PvP channels, Azuga offers a traditional free to play MMORPG experience.

 

 

Publisher: PlayOMG
Playerbase: Low
Graphics: Low Quality
Type: MMORPG
EXP Rate: Fast
PvP: Certain channels / PvP mode
Filesize: 780 MB

Website: http://azuga.playomg.com/

Pros: +Auto-looting. +Players start with equipment boxes. +PvP-enabled channels. +Combo system.

Cons: -Dated graphics. -Repetitive soundtrack. -Poor interface. -Small game world. -Dull combat and monster designs.

 

Azuga: Age of Chaos is a somewhat dated MMORPG which has only recently been brought to the North American market. The graphics and gameplay are similar to many older free-to-play MMORPGs, but won't impress many gamers today. Azuga is a simple game to pick up and play and with its fast experience rates, it is easy to grind on your own without having to deal with long tutorials or quest lines. There aren't any classes, instead players choose which of six weapon types they wish to use: Sword, Gloves, Sabre, Spear, Bow, or Darts.

 

 

 

Azuga Requirements

Minimum Requirements:
OS: Windows  2000 / XP
CPU: Pentium 4 1.4 GHz
RAM: 256 MB
HDD: 500 MB
Graphics Card: GeForce 2

Recommended Specifications:
OS: Windows XP / Vista
CPU: Pentium 4 1.8 Ghz or better
RAM: 512 MB or more
HDD: 1 GB Free
Graphics Card: GeForce4 Ti or better

Peter Molyneux’s Departure Leaves His Future Wide Open

Posted: 07 Mar 2012 04:26 PM PST

Peter Molyneux BAFTA

Famed game designer Peter Molyneux today revealed plans to leave his positions at Microsoft and Lionhead Studios. Before moving on to a newly-formed independent developer, however, he will complete work on Lionhead’s upcoming Kinect-controlled Fable game.

“It is with mixed emotions that I made the decision to leave Microsoft and Lionhead Studios, the company that I co-founded in 1997, at the conclusion of development of Fable: The Journey,” Molyneux said in a statement shared with Kotaku.

In addition to his work at Lionhead, Molyneux has been the creative director of Microsoft Game Studios’ Europe branch since mid-2009. Lionhead was acquired by MGS in 2006, since which time its primary focus has been Xbox 360 games.

“I remain extremely passionate and proud of the people, products and experiences that we created, from Black White to Fable to our pioneering work with Milo and Kate for the Kinect platform,” Molyneux continued. “However, I felt the time was right to pursue a new independent venture. I’d like to thank the team at Lionhead, as well as our partners at Microsoft Studios for their support, dedication and incredible work over the years.”

The 52-year-old Molyneux, who has been developing games for 30 years, was praised by Microsoft in the brief statement it offered up regarding his departure. He was described as an “integral part of Microsoft Studios” who has had “an indelible mark on the games industry.”

The work of Molyneux is extensive, spanning everything from Populous, where he invented the god-game genre, to The Movies. He is likely best known to many for the grandiose claims he makes regarding the games he is working on. These boasts don’t tend to pan out, almost always resulting in disappointment when the final game hits and a random acorn you come across doesn’t turn into an oak tree as promised early on in development. All of this even resulted in the creation of a popular Twitter parody account which Molyneux seems to find some humor in.

Fable: The Journey

Molyneux has apologized for his propensity of building up hype to unreachable levels, admitting during a BAFTA acceptance speech last year that he has “slightly over-promised on things on occasion.”

Frustrating as that might be, there is no denying Molyneux’s enthusiasm for the medium — he has a passion for videogames which few can rival. That’s why I’m particularly excited to see what he’ll be working on next. He announced on Twitter he plans to join up with a new developer called 22 Cans, a company where he will reportedly be reunited with fellow Lionhead co-founder Tim Rance. And already Molyneux is building up expectations, writing on Twitter, “I have left the lovely amazing Microsoft and lionhead. Now for something really amazing, scary and brave a new company called 22 Cans.”

While Molyneux may not have access to the same degree of resources as he did working for Microsoft, 22 Cans potentially — nothing has been said about the company’s plans; we simply know it is hiring — opens the door for Molyneux to get back to the sort of games he used to create. Those only familiar with his recent work are unaware of a much different side of Molyneux, who made his name on simulation and strategy games like Theme Park, Syndicate, and the aforementioned Populous.

Short of morphing one of those old titles into a first-person shooter, as Electronic Arts recently did with Syndicate, those aren’t the sort of console-oriented, potentially multi-million sellers Microsoft was likely to have interest in pursuing. Molyneux now has the freedom to explore whatever is he’d like. He may not be intrigued by the possibility of remaking any of his old stuff, but that doesn’t mean he’s fixated on continuing to make nothing but action-RPGs — if he were, he could have stuck around Microsoft. Even if he does decide to ignore what he’s worked on previously, 22 Cans should be able to experiment more without having to deal with the pressure of creating a AAA-level experience. He’s certainly interested in games that break the mold, as evidenced by how enamored he is with Minecraft.

It’s not the first time Molyneux is leaving a developer he helped to establish — this situation is not completely unlike his departure from Bullfrog Productions, a company founded by him that was eventually sold to a big publisher — but it’s nonetheless another opportunity for his creative side to run wild.

[Molyneux images courtesy of The Guardian, Ecetia.]


Posted by: admin in Gaming News
Find related article at: http://www.1up.com/news/peter-molyneux-departure-leaves-future

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Avalon Heroes MMO Review

Posted: 07 Mar 2012 01:27 PM PST

Avalon Heroes, called Avalon Online in Asia, is a 3D Fantasy MMO where players choose from one of over 35 playable heroes and fight it out in against their enemies in individual matches. There is no doubt that much of the game is based off the incredibly popular Warcraft III mod 'Defense of the Ancients' (DOTA). Like other 'Aeon of Strife' games, Avalon Heroes gameplay places a great deal of emphasis on teamwork and micro-management.

 

 

Publisher: AlaPlaya
Playerbase: Low
Graphics: Low Quality
Type: MMO
EXP Rate: Medium
PvP: N/A
Filesize: ~700 MB Installed

Website: http://avalon.en.alaplaya.net/

Pros: +Solid online ranking system. +Numerous, distinctly different game modes. +Unique single-player mode. +Decent hero/Kin customization system.

Cons: -Hero balance issues. -Clumsy interface. -Little gameplay innovation (Plays like DOTA). -Poor English translations.

 

Avalon Heroes is one of the many "new" fantasy MMOs that are based off the popular Warcraft III mod Defense of the Ancients (DOTA). The gameplay in Avalon Heroes is incredibly similar to other Aeon of Strife titles like League of Legends, Heroes of Newerth and DotA. Two teams of up to five players on each side choose from one of many playable 'heroes' and duke it out across numerous maps. The game's most defining feature is its massive list of playable heroes, which should spice up the gameplay and keep things fresh; but with so many playable heroes comes imbalances, which will likely take the game's developer years to iron out. Currently there are 35+ playable heroes, with more being released each month.

 

 

 

 

Avalon Heroes System Requirements

Minimum Requirements:
OS: Windows XP / Vista / 2000
CPU: Intel Pentium 4 1.6 Ghz
RAM: 512 MB
HDD: ~2.0 GB Free
Graphics Card: GeForce MX5600 or better

Recommended Specifications:
OS: Windows XP / Vista / 2000
CPU: Intel Pentium 4 2.2 Ghz
RAM: 1024 MB (1 GB) Free
HDD: ~2.0 GB Free
Graphics Card: GeForce FX 6200

Continent of the Ninth (CN)

Posted: 07 Mar 2012 10:25 AM PST


After first posting my first impression opinions (link) for Continent of the Ninth (China server) a couple of days ago, I continued playing my Fighter class as I found it to be the most entertaining. With the “rambo” style of gameplay, getting into the thick of action is really awesome for an action MMORPG. The one thing I don’t really like about the game will be the skills.

Don’t get me wrong, there are many awesome skills, but a huge number of them requires you to remember the patterns needed. For example, dash left and press Skill 1 followed by Skill 2. Seems easy? Try remembering all these combinations (over 10 of them) during during an intensive battle. In the end, I think most of us will just enjoy button mashing, which to me is the real fun seeing the combo numbers jump and releasing stress after a tiring day at work or school :)

At level 20, I chose the tanky Guardian as my advanced class. Without a doubt the lowest attacking class in the game, it compensates in terms of having the highest health and defense value. The skill damages are not high, but there are quite a variety which will hit enemies into the air, slam them and more for better players to create combos.

The cash shop for Continent of the Ninth is something which might irk some players. If you have an item which increases movement speed in town for 30 days, you can guess what other items are in the shop as well. I can’t say the same thing for the upcoming English international server (link), but it really is kind of ridiculous. The game is fun, but again, it the novelty wears out fast given the repeated process of dungeon grinding. Just in case you are wondering, the armor I am wearing is actually a costume gotten from an event. Looks awesome eh?


Posted by: admin in Gaming News
Find related article at: http://www.mmoculture.com/2012/03/continent-of-ninth-cn-second-thoughts.html

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Medal Of Honor: Warfighter debut trailer & release date revealed

Posted: 07 Mar 2012 10:25 AM PST

EA has just released the début trailer for Medal Of Honor: Warfighter and it features some impressive DICE Frostbite 2.0 engine effects. We'll let the trailer (below) speak for itself, but it seems the biggest bit of information to be gleaned is an official release date of 23rd October for PC, Xbox 360 and PS3.

Since 23rd is a Tuesday we'd hazard a guess that the UK release will take place on Friday 26th October.

We're expecting to learn more about the game upon its appearance at GDC today, but for now – here's the good stuff:


Posted by: admin in Gaming News
Find related article at: http://www.totalpcgaming.com/latest-pc-news/medal-of-honor-warfighter-debut-trailer-release-date-revealed/

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