Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


Blackshot MMO Review

Posted: 24 Mar 2012 06:13 AM PDT

Blackshot is a fast paced 3D tactical MMOFPS game. The game is set somewhere in the year 2033 after an apocalyptic nuclear war besieged the entire world. Like other MMOFPS games, gamers can play online in numerous game modes and maps. Defeat enemies, earn money and reach the game's highest rank of 'Commander in Chief'.

 

 

 

Publisher: TwoWar
Playerbase: Medium
Graphics: Medium Quality
Type: MMO
EXP Rate: Medium
PvP: N/A
Filesize: 750 MB Installer

Website: http://www2.twowar.com/index.asp

Pros: +Excellent ranking system [Plenty of Ranks]. +Interesting 'Tactic' skills. +Four genuinely different game modes.

Cons: -Very few maps. -Very few weapons. -No character customization.

 

Black Shot is TwoWar's very own 3D Tactical MMOFPS. It seems like every single big MMO publisher wants to have their very own tactical MMOFPS game these days, but unfortunately even though there are many of these tactical shooter games, they're all far too similar. The game features several interesting features, such as its cooperative PvE game mode as well as its skill system, but those that have played Nexon's Combat Arms, Aeria's WolfTeam or any other MMOFPS shouldn't be too impressed with BlackShot, as the game doesn't bring anything too new to the table.

 

 

Blackshot Requirements

Minimum Requirements:
OS: Windows  XP / Vista
CPU: 2 GHz Pentium 4 or better.
RAM: 512 MB
HDD: 2 GB Free
Graphics Card: Nvidia Geforce FX 5700 / ATI Radeon 9550

Recommended Specifications:
OS: Windows XP / Vista
CPU: 3 GHz Pentium 4
RAM: 1024 MB (1GB)
HDD: 2 GB Free
Graphics Card: Nvidia Geforce 5700 / ATI Radeon 9550

 

 

Guild Wars 2 – Pre

Posted: 24 Mar 2012 03:32 AM PDT


[Pre-order page] The day has finally arrived, not the game’s launch, but for me to finally allow ArenaNet to take my money. Well, still about a month away, but pre-purchase for Guild Wars 2 will happen on 10th April 2012. After discussing for weeks and months with my brother on what classes we will play, we can finally put some theories into action. Better start saving up now, kids!

Find similar article at: http://www.mmoculture.com/2012/03/guild-wars-2-pre-purchase-details.html

Rumor

Posted: 23 Mar 2012 09:32 PM PDT


This piece of news was just in minutes ago. According to a China software company call Meuu (me + you), it is currently working with Valve to port Dota 2 over to iOS and Android devices. The portable version for Dota 2 is currently undergoing development, with the engine being used to be Meuu’s own MoSource.


In Meuu’s official company Sina microblog, the most popular social media outlet in China, Dota 2 portable will support single player, Bluetooth and Wifi modes. The Android version reportedly will be the marquee game for Nvidia’s Tegra Zone (link). The microblog post also stated Valve’s “Eric” deing the one who told industry insiders about the news.

After a check, there is no business guy in Valve named “Eric”, but it should be pointing to Erik Johnson, one of Valve’s business development authorities (link). Seen below is a supposed photo of Dota 2 being tested on a tablet and the game’s app logo is beside Steam’s. Do note that this is just a rumor, and take it with a pinch of salt.

Find similar article at: http://www.mmoculture.com/2012/03/rumor-china-company-claims-dota-2-going.html

Mad Men Vs. Metal Gear Solid 3

Posted: 23 Mar 2012 09:31 PM PDT

Knowing the fifth season of Mad Men is set to debut this weekend, I finally decided to check out the series. Coworkers, friends, online strangers, and even my wife have been singing its praises for years, so I wanted to see what I’d been missing all this time. Turns out the answer is, “an extraordinarily written television show.”

By a complete coincidence, my Mad Men marathon led right up to my revisiting Metal Gear Solid 3 through its 3DS remake, Snake Eater 3D. Our minds like to find patterns and similarities where none may exist, so naturally I was struck by the fact that both pieces are set in the same time period: The first half of the 1960s. One week I was watching Don Draper and associates react to the Cuban missile crisis and the assassination of John F. Kennedy; the next I was watching Naked Snake slink through a Russian jungle in response to military maneuvers precipitated by those same events.

Both Mad Men and Metal Gear Solid 3 stand as very different creations that offer wildly disparate takes on their settings, but they both share something in common: They represent some of the finest narrative work ever produced in their respective mediums. Because they’re set against the backdrop of the ’60s, the similarities and variances in their presentation offer a reference point of sorts for exploring the differing strengths and potential of film and games.

I’ve isolated three of the most meaningful moments in both Mad Men and Snake Eater and placed them side-by-side with one another to explore how each work creates similar responses in its audience through radically different means. Of course, both mediums possess much broader range than contained in these two very specific works, so this is hardly a definitive exploration of the games-versus-film topic. It’s more of an isolated cross-section. The differences between the most powerful moments of Mad Men and Metal Gear Solid 3 say much about how games fall short of film as a narrative medium… and the other ways in which they accomplish things movies and television could never dream of doing.

Mad Men: “Out of Town” Vs. MGS3: Undocumented Features

The third season of Mad Men opens with ad exec and protagonist Don Draper traveling out of town with his firm’s art director, Salvatore Romano. Over the previous seasons, Salvatore has clearly been defined as a closeted homosexual who’s elected to repress his sexual preferences for fear of destroying his peers’ acceptance, or worse, his career in the gay-fearing world of the 1960s. But when a handsome hotel bellhop comes on to him, Salvatore finally gives in to his natural urges, thinking himself secure in the remote anonymity of another city far from everyone he knows. Or so he thought. Unfortunately, while escaping down the fire ladder in response to an inconveniently timed fire alarm, Don happens to spot Salvatore in the act.

Clearly stunned by this discovery, neither man says anything to the other until their flight home. There, with his coworker a captive audience in an airplane seat, Don fixes him with an intense expression and insists that Sal answer him with complete honesty. Barely able to hide his anxiety at what’s to follow, Sal hesitantly agrees, and Don very pointedly asks him… about an ad campaign he’s drafted. The moment is fraught with subtext, as what Don doesn’t say is far more significant than what he does — though that’s not exactly meaningless, either, as the ad campaign itself centers around the image of a girl wearing nothing but a trenchcoat open to a surprised-looking man, her back to the viewer, accompanied by the caption “Limit Your Exposure.” Without directly stating it, Don signals to Sal that he knows the truth about the other man but has no intention of revealing it provided he’s discreet. Sal shakily mumbles, “That’s it,” acknowledging both the ad and Don’s unvoiced admonition. The scene breaks with Sal sagging in his seat, the tension escaping his body with the shaky, adrenaline-fueled relief of a near-miss.

It’s hard to imagine any video game ever pulling off a moment like this, and certainly the Metal Gear series never has. At its best, the series’ cut scene direction, writing, acting, and digital assets simply aren’t up to the task of pulling it off. Even Quantic Dream, the people behind the recent Kara demo, probably couldn’t manage it; Kara’s tech is extraordinary, but the writing has all the subtlety of a steam train to the face.

Yet this isn’t to say that Metal Gear lacks subtlety in other ways. Its victories — its nuance — lay in the marriage of game mechanics to narrative. Even as MGS3′s narrative suffers from the limitations of video game technology and its creators’ artistry, it benefits from the interactive nature of the medium. Its successes on this front stem not from misdirecting the characters and viewer — the series’ baroque double-crosses tend to be more comedy than drama — but rather by misdirecting the player.

Take, for instance, your encounter with expert sniper The End. Your duel spans several vast, open areas full of blinds and hazards. The key to triumphing over The End isn’t to outshoot him, but rather to outthink him — to fake him out and beat him through patience. And yet, the easiest way to win the fight is simply to avoid it altogether. Long before you actually face The End, you observe him being pushed in his wheelchair by another character. A quick-witted gamer might notice that the characters involved in this cutscene briefly maintain their positions in “real” game space once the story sequence ends, leaving the elderly sniper momentarily vulnerable to a well-aimed shot from a distance. By preserving a sense of continuity between story and action, this sequence of Metal Gear Solid 3 allows the player to craft an alternate solution to a looming problem — and to its credit, the game doesn’t cheat those who try to pull a fast one here, instead rewarding clever gamers with a logical solution to unconventional thinking.

This may not even be the most impressive of Metal Gear Solid 3′s undocumented features and opportunities, but it’s certainly a striking one. And, like its equivalent scene from Mad Men, it’s one fraught with unforeseen consequences down the road. In Mad Men, Sal eventually loses his job when the son of the firm’s biggest client — a selfish bully of a young man — comes on to him. Sal stands his ground and rebuffs him, and the client demands he be fired. Don (quite unfairly) terminates Sal for endangering the business, making a remark about “you people” that suddenly makes the viewer realize that Don didn’t approve of Sal’s sexual orientation before; he simply was willing to disregard his own bigotry so long as it didn’t affect business. Meanwhile, in MGS3, preemptively sniping The End transforms the area what would normally serve as home for that tense duel into a high-octane battlefield swarmed by parties of enemy commandos on automatic high alert… likely spoiling a stealthy player’s hopes for a low-profile playthrough.

Find similar article at: http://www.1up.com/features/mad-men-metal-gear-solid

Big City Racer MMO Review

Posted: 23 Mar 2012 06:13 PM PDT

Big City Racer is a 3D racing MMO where players can race around various European cities. Play on different weather settings, race against other players or train in single player mode. Big City Racer is a an easily accessible MMO with simple keyboard controls.

 

 

Publisher: Vanilla Live Games
Playerbase: Low
Graphics: Medium
Type: MMO
EXP Rate: N/A
PvP: N/A
Filesize: 340 mb

Website: http://www.bigcityracer.com/

Pros: +Three weather conditions for each track. +Round and Sprint version available for each map. +Small download, easy to get started.

Cons: -Very low player base, difficulty to find a game. -Dated graphics. -Poor crash and overall physics effects. -Only 4 maps.

 

Big City Racer is a simple racing game published by a European studio. The game doesn't have the same depth as Need for Speed World Online or Heat Online, but offers simple gameplay and has low system requirements. Players can race across the cities of Europe with up to eight participants per match. While the total number of maps is sparse, Big City Racer allows each one to be played under three weather settings. Each track also comes in two forms. The standard lap based game mode is the most common, but players can play sprint mode where cars must race from one end of the track to the other. Big City Racer has an assortment of cars for purchase and players can customize them using decals, rims, windows, and neon lights.

Tracks - Vienna, Paris, London, Berlin

Weather - Sunny, Rainy, Sunset

 

 

 

Legend of Souls (KR)

Posted: 23 Mar 2012 03:31 PM PDT


Korean developer CR-Space (now called Neowiz CRS after the acquisition) can really milk the martial arts genre to its maximum worth, seeing how its previous titles are all of the same genre. If you do not know, CR-Space is also the developer of Martial Empires (link) in Europe, while known as Seven Souls Online (link) in North American. Just a joke, someone mentioned “Why the heck would I play the game with just seven souls online?”

Legend of Souls will inherit a couple of features found in Seven Souls, such as the gambling system which made headlines in Korea back in the days, which was really why the game was labeled as “adult”. Players will be choosing from 8 available weapons with the usual features such as fast combat, gorgeous skills, chain combos, guild battles and stuff. The first beta test will run from 5th April to 9th April with 5 areas and 29 levels of content ready.

Find similar article at: http://www.mmoculture.com/2012/03/legend-of-souls-kr-new-adult-martial.html

WoW has lost nearly half a million subscriptions to Star Wars: The Old Republic

Posted: 23 Mar 2012 03:31 PM PDT

World Of Warcraft subscription numbers have been in decline since its peak in late 2010 with 12 million subs, with around 10.3 million recorded in November 2011.

Following Blizzard's recent admission that BioWare's launch of Star Wars: The Old Republic impacted WoW subscription numbers still further, Wedbush Securities's Michael Pachter told NowGamer.com this number is likely to be in excess of 400,000.

"I think SWTOR has around 1.5 million paying subscribers," says Pachter. "My best guess is that 1/3 of SWTOR subs came from WoW (around 500,000), with probably 20 per cent of these continuing to pay for WoW."

"That suggests a loss of 400,000 subs, offset by whatever number Blizzard signed up in the last two months with its Diablo promotion and Brazil expansion. I would guess the decline will be around 200,000 subs when they report."

That said, Mists of Pandaria, WoW's forthcoming expansion, could turn Blizzard's fortunues when it launches later this year.

"Blizzard will keep marketing and adding content, and the expansion pack this fall should drive many people back. Other than SWTOR and boredom, there isn't much on the immediate horizon to impact subs, so I think the number stabilizes at around 10 million," said Patcher.

[Via: NowGamer.com]

Find similar article at: http://www.totalpcgaming.com/latest-pc-news/wow-has-lost-nearly-half-a-million-subscriptions-to-star-wars-the-old-republic/

World of Warcraft

Posted: 23 Mar 2012 09:31 AM PDT


[Source] According to website CVG, Blizzard Entertainment is currently working on the next expansion (number 5) after Mists of Pandaria while the next-next expansion (number 6) is already being pitched and planned. To add on, Blizzard COO Paul Sams claims to know what the team will be doing for not just these 2, but for “multiple expansions ahead”. Hit on the source for the full article. World of Warcraft: Mists of Pandaria is currently in the Closed Beta phase.

And I just read that the auto-attack function was restored, as Blizzard initially meant for the new class to be a button-mashing one. Guess someone hurt their fingers while doing that.

Find similar article at: http://www.mmoculture.com/2012/03/world-of-warcraft-2-new-expansions-in.html

Epic Mickey 2 Promises to Build a Better Mouse

Posted: 23 Mar 2012 09:30 AM PDT


witness

It’s hard not to marvel at
Jonathan Blow’s chutzpah. Braid,
his 2008 XBLA puzzler, played with the concepts and consequences of
time travel through its mechanics as well as narrative. After high
sales and
quite a bit of accolade, Blow used most of the money he made off of
Braid to help finance his next project, a first person exploration game
called The
Witness
. While a decision like
this would seems cripplingly frightening, you have to applaud the
confidence that Blow has in his art. This confidence is part of the
reason why The
Witness is my most anticipated game of 2012
,
and after sitting down with Blow during GDC,
it remains at the top of my list. Although the game
still has a ways to go, Blow is confident that the final portion of the
game is the single best thing that he’s ever designed. Coming from the
man who created one of my favorite video games of this generation, it’s
safe to say that my anticipation for The Witness grows with every new
look. In preparation for its release, I’ve
compiled a list of five ways to ready yourself for the title, some of
which Blow himself alluded to while others contain connections that
I’ve made from what we learned about the game.

Dear Esther

Upon first viewing the
screenshots for The Witness, the immediate comparison to Myst
sprang forward. They’re both environmental puzzle games played through
a first person view and set on an enigmatic island. Blow even admits to
drawing inspiration
from the PC classic. But instead of replaying Myst
for the dozenth time, try something a little more modern. I suggest Dear Esther,
a Half-Life
2
mod created by British
developers thechineseroom. The mod was first released 2008, but just
last month received a full-fledged remake that improves on the original
in every way possible. The game places you in the role of a nameless
wanderer who explores the expanses of a dreary island. Narration in the
game is delivered via snippets of letters sent to a woman named Esther.
There are no puzzles or combat scenarios whatsoever, so the game ends
up becoming equal parts ghost story and walkabout. From what we’ve seen
from The Witness, both games share a similarly lonesome tone that
emanates from a mysterious island lost in time.

Dictionary of the Khazars

Find similar article at: http://www.1up.com/previews?cId=3186901

Total Pageviews

statcounter

View My Stats