Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


Skullgirls Review: Fluid, Competitive, and Full of Over-the-Top Fanservice

Posted: 12 Apr 2012 11:43 PM PDT

See the child. Hear her beckon forth, surrounded by the carcasses of men harboring murderous intent. Men you ended. Their last breath whispering about the sweetness of a child, or the satisfaction of killing the interloper that you are. Save the child, who you thought was yourn, but she reveals herself to be Mei lost in the world of dust, not the daughter you left behind twelve months ago. The voice in your pocket sputters forth. The man named Henry asks, take her, take the lost child Mei, take her to the mall. Give her medicine left behind by those who never set foot in Haventown, those who drop foodstuffs and medicines from above and never look back. Not since The Event. The Event that scraped the loam off the earth and turned it into the dust that hugs and holds and kills all who wander within. The dust that chips and gnaws at your very stamina. The Event that dominates I Am Alive.

So you go, ever pressing on to find wife and child. Gone a year, but now you return, to climb and cobble and carry on. You cannot ignore Mei’s bleat for aid, but other survivors of the Event not so much as settle but subsist their meager existences in the dust covered Haventown. A man yearns cigarettes to pass on. Another man in an amusement park needs medicine to heal the leg that’s been crushed by another uncivilized man. Haventown also starves for supplies. Bottles of water, cans of fruit cocktail, a single inhaler, a handful of painkillers, these all turn into precious manna from heaven through scarcity. Give the emergency kit to the woman with the ankle sprain? What these bemoaning folk have to give, besides gratitude and perhaps a precious shotgun, is the Retry. Haventown harbors death by trial, not saves. It does not yield to the checkpoint that others call for. It takes away a Retry from your knapsack for every fall, stab, or shot you suffer. Deplete your store of Retries, and your journey resumes at the beginning of your current episode. A practice that leeches away minutes of your life. A practice that mocks you by depleting Retries and then flings you back to 45 minutes ago. What is worth more, the rat meat that can heal you, or the Retry that you get for giving rat meat to the gurgling man below? Every survivor, like the woman bound by handcuff to a bench, pleads for help while you mind debates.

Similar Article: http://www.1up.com/reviews?cId=3186984

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Power Rangers Online (KR)

Posted: 12 Apr 2012 05:43 PM PDT

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I am sure most of you would have read about Power Rangers Online through my previous posts (link), which caused quite a wave in the Toku fraternity. As a long-time Super Sentai and Kamen Rider fan myself till today, I wouldn’t have even remotely thought about having an online game based on the series. I mean, how could the game be pulled off since the single-player ones on consoles are virtually bad to the core? Korean studio Ironnos and publisher Ntreev apparently found the equation according to ThisIsGame.

A: It is a Dungeon Fighter online-styled Free to Play action MMO. The design of the game is primarily based on the 29th Super Sentai series in Japan, Mahou Sentai Magiranger. The new “Striker” system is added in the currently on-going Closed Beta 2.

A: The feedback is generally good, but of course there are negative ones saying the game is too childish, but found the game really fun after trying it out. The players in Closed Beta 1 are mainly people in their 20s and 30s, which is a good sign. The only main negative issue was the operational convenience of the game (controls, UI) which we improved and polished for Closed Beta 2.

 Power Rangers Online (KR)

A: Basically, it is a skill which allows players to summon Rangers from the other series to aid them in their fight. For Closed Beta 2, there will only be Gaoranger (Power Rangers Wild Force) available. More teams will be added in due time. We also added a 2nd combination skill, which requires players to be in-sync in terms of timing to pull it off.

 Power Rangers Online (KR)

A: We are having a hard time deciding how to present this feature to the players, and also which player to control the mecha. We will absolutely be releasing this feature, perhaps as a major content update after the game goes live.

A: As the core of Power Rangers is focused on 5 players, we will be designing new features based on this number of players. Being an online game, it will be hard for players to be really coordinated and react at the same time. Hence, the current combination skills will just require a simple activation from all 5 players without having everyone to do so at the same time. In the future, we might have other new features.

 Power Rangers Online (KR)

A: Power Rangers is very famous in Korea as well, and it is part of many people’s childhood and even popular among the kids nowadays. With Super Sentai running in Japan for so many years, there is actually a huge pool of content to be brought into an online game.

A: Magiranger was aired on cable TV in Korea back in 2000, and it was the most popular series here. Those people who are in their late 10s and early 20s have mostly watched the show. We thought of using a newer series, Engine Sentai Go-onger (Power Rangers RPM), but the fan base of Magiranger is much wider. The settings of Magiranger’s storyline corresponds to the current age as well, hence it was chosen.

 Power Rangers Online (KR)

A: Toei was hands-on during the process, and the company was very active. Although the whole duration of development slowed down, it can’t be a bad thing as Toei is the series’ creator who came up with all of the content.

A: It will go into public beta testing later this year in Korea.

Similar Article: http://www.mmoculture.com/2012/04/power-rangers-online-kr-brief-interview.html

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Dungeon Hero (KR)

Posted: 12 Apr 2012 05:42 PM PDT

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I know, Dragon Nest developer Eyedentity Games just announced Dungeon Striker (link) recently, which I think forced EyaSoft to reveal their rendition of a online dungeon crawler as well. EyaSoft, if you remember, developed some rather memorable titles including Luna Online, Legend of Edda and Iris Online.

After temporary ceasing all work on their previous games (link), EyaSoft is now back with its 2nd title, Dungeon Hero. The first title to be announced after the studio’s revival was the spiritual successor to Luna Online, Luna Story: ELs (link).

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Unlike Dungeon Striker which is a real time action slasher, Dungeon Hero still adopts the classic targeting system, which will no doubt draw in a different crowd of gamers who are still not used to action games. Combat is not really that slow, which I can attest with my experience in Legend of Edda and Luna Online.

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Featuring a “Heroes’ Arena” inspired by MOBA games such as Dota 2, Dungeon Hero is still very much focused on PvP despite EyaSoft’s trademark cute design. There is also a PvP map which accommodates guild wars, supporting 100 Vs 100 players at the same time. Dungeon Hero is expected to enter beta later this year.

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Similar Article: http://www.mmoculture.com/2012/04/dungeon-hero-kr-eyasofts-dungeon.html

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Fus Roh Dah Trademark Application

Posted: 12 Apr 2012 05:42 PM PDT

Fus Ro Dah, Popular Intenet meme that  arose from the Dragon Shout in The Elder Scrolls V: Skyrim, has had several patent applications.

Bethesda Softworks parent company Zenimax Media has applied for no less than 6 different trademarks on Fus Roh Da, filed at the US Patent Trademarks Office on 6 April. It's a canny move we've come to expect from the company, as the Fus Ro Da patents cover an immediately reconisable brand among gamers, for everything from a new gaming franchise to t-shirts, dolls and other merchandise.

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Similar Article: http://www.totalpcgaming.com/latest-pc-news/fus-roh-dah-trademark-application/

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Rare Breeds: Video Game Genres on the Verge of Extinction

Posted: 12 Apr 2012 11:42 AM PDT

The game industry has little room for failures. Like a vast and cruel wilderness, it’s rarely merciful to the games that can’t adapt to a changing environment. Yet it’s rare that an entire breed of game goes completely extinct; as long as there’s one small developer or semi-profitable fan following, a genre can survive. It’ll just be on the endangered list — that’s where you’ll find all of the following species, which were once healthy or prosperous in some way. But time and technology dulled their appeal, and faster, leaner, more appealing games took over.

Some genres have made comebacks in recent years. Between Telltale Games’ catalog and Double Fine’s newly funded project, the classic point-and-click adventure game isn’t doing so badly. But other kinds of games aren’t so lucky, as the current market finds these formerly proud creatures subsisting only through independent studios or cheap downloadable software. So let’s take a look at them, their history, and the many small ways they endure today.

6c167 091 Rare Breeds: Video Game Genres on the Verge of Extinction

INTERACTIVE MOVIES

First Classified: 1983

Primary Habitats: Arcade, Sega CD, TurboGrafx CD, anything with a CD or laserdisc drive

Distinguishing Features: Grainy footage, c-list actors, overwhelming awkwardness, possibly intentional comedy

Some will argue that interactive movies technically aren’t games at all. From their genesis, the genre was billed as a playable film, deliberately blurring the line between a traditional video game and cinema. They’re perhaps the ideal case of a game genre born simply from a rise in new technology.

That new technology was at first the laserdisc. Unwieldy and now obsolete, the new form of media was nonetheless a marvel in the early 1980s, when it allowed ample storage space and streaming video. Arcade developers took advantage of this and put all sorts of sharp-looking video footage in their laserdisc games, from the borrowed sci-fi pastiche of Sega’s Altron Belt to the original animation of Don Bluth’s Dragon’s Lair. While live-action footage was popular, it’s the animated offerings that are remembered most fondly today. In the eyes of history, Dragon’s Lair and Space Ace led the movement, supported by Japanese creations like Time Gal, Cliff Hanger, and the glorious cheese of Road Avenger.

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All of these games followed the same idea: players watched video footage, looked for some quick visual cue, and then moved the joystick or buttons accordingly. It made for stiff trial-and-error gameplay, and the average arcade-goer had to sacrifice many quarters and watch Dirk the Daring or Reiko “Time Gal” Kirishima meet many comical deaths. Players essentially paid to watch a movie in fifteen-second bursts, and the appeal wore thin over time. The arcade boom ended and laserdisc games grew too expensive for many companies to justify, but interactive movies got a second chance — and became the most mocked games of an entire generation.

As CDs came into vogue in the late 1980s, consoles gradually adopted them. The TurboGrafx-16′s expensive CD-playing attachment launched shortly after the vanilla cartridge-based system, Sega pushed out its own CD add-on for the Genesis in 1993, and even Nintendo looked into a Super NES CD addition before discarding the idea. And with these CD peripherals there were interactive movies, also termed “full-motion video” games. The TurboGrafx-16 ventured into this new territory with It Came From the Desert and Sherlock Holmes: Consulting Detective, but these were mere flirtations compared to Sega, who made FMV the hallmark of the Sega CD. Fueled by their new development studio Digital Pictures, Sega’s creations ranged from music-video simulators to flight sims, all stitched together from grainy footage.

Similar Article: http://www.1up.com/features/rare-breeds-extinct-video-game-genres

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