Latest Gaming and MMORPG Updates |
- Why I’m Supporting the Republique Kickstarter
- Risen 2 review
- Max Payne 3 launch trailer is go!
- MAZE: The Treasure Hunters (KR)
- Keroro RPG Online (KR)
- Civilization V: Gods & Kings & an Antiseptic Approach to Religion
- Unchained Blades Gives First-Person Dungeon Crawlers a Boost of Adrenaline
- Battlefield 3 Relying on its Community to Pay for Servers, Much to Players’ Chagrin
- BattleForge MMO Review
Why I’m Supporting the Republique Kickstarter Posted: 10 May 2012 09:30 PM PDT Religion and civilization have gone hand-in-hand throughout human history, with gods and their mouthpieces alternately hindering and inspiring humanity every step of the way. That’s why Civilization V felt a bit off when it hit us about a year and a half ago and was missing a few things we’d come to take for granted in the previous iterations. Religion and its best buddy subterfuge were either absent or folded into the Piety branch of its social policy tree, with temples and whatnot contributing to the ever-more-broad “culture” statistic. Religion always existed in the background of Civ V, from cathedrals to a huge number of biblical verses doled out for researching everything from animal husbandry to frickin’ laser beams, but it was no longer present as a distinct element of strategy. When it came to religion as a tactical tool, the relevant quote seemed to be, “God is dead.” Well, now we’re getting a chance to make him in our own image. Faith is the new currency, and once we have enough we’re given a Great Prophet. The first one we’re graced with can found a pantheon, be that a war god that grants more faith when we win battles, a namby-pamby healing god that restores units that end a turn next to a friendly city, or a whole slew of other crazy stuff people are raring to fall on their knees in front of. Our second prophet can turn that half-assed belief into a true religion, tacking on tenets like tithing (if you’re into accumulating more gold) or holy warriors (which grant the ability to purchase pre-industrial land units with faith). Followers passively pressure neighboring cities to join their particular theological club, but for a more direct approach we can send those prophets and missionaries to neighboring cities to directly convert the population. Nobody really likes that, so expect diplomatic repercussions, and prepare your own cities with inquisitors to keep the faith pure… or just fill the besandaled heretic with arrows when he starts down the palm-leaf-covered road to your own holy city. It’s an act of war, sure, but at least the simulation isn’t detailed enough to take martyrdom into account. That’d really make a mess of things. Similar Article can be found at: http://www.1up.com/previews?cId=3187125 |
Posted: 10 May 2012 03:30 PM PDT
Risen 2: Dark Waters proves that RPG developers can be a fickle lot. Once they stray from convention and offer twists on standard gameplay, they often venture into interesting territory. When relying on tired mechanics like a crutch, however, they stagnate. That seems to be the case with Risen 2: Dark Waters, sequel to the 2009 original. It's ambitious – you can certainly give it that. But its problem is it stays far too safe in some areas and far too complicated in others for its own good. Risen 2 strives to deliver something we haven't quite seen before: an open-world pirate RPG that tempts players with the allure of a fully-realised swashbuckling fantasy. But then it clamps down like a bear trap on the hearts of those who get sucked in and realise this actually isn't at all what they thought it would be. For the sake of keeping up appearances, though, Risen 2 serves up a great introduction: the unnamed hero – a member of the Spanish Inquisition – is tasked with exterminating the sea monsters that have been threatening the safety of ships and merchants around Port Caldera. You're off to search for the pirate Steelbeard in order to find a way to destroy the beasts, and along the way face droves of monsters that need a good felling. You're rushed along into combat after a blink-then-you'll-miss-it tutorial – combat is full of mindless hacking and slashing peppered with misses, frustrating hit detection, and plenty of reasons to put down the mouse and walk away. Demolishing the beasts of Caldera simply never feels as satisfying or as essential to success as Risen 2′s role-playing brethren. Instead, it's much more like a chore. Earning experience points (or Glory points in pirate talk) is confusing and often frustrating to figure out on your own – which you will, as the game isn't keen on holding your hand throughout. The common RPG staple of grinding alone isn't enough to raise a formidable pirate avatar. Strategic usage and spending of Glory points is required to ensure even the most basic of all pirating skills are covered: lock-picking, cunning, and what-have-you. But that's not all. You also need gold to spend in order to attain certain skills, which isn't always so readily available. You need gold for skills, but you need skills to obtain goals. It's a vicious circle that usually isn't very fun trying to break. Not only do you need gold and Glory, but specific coaches to help you attain the skills necessary to own this particular pirate quest. And when you need to choose between what's going to make you money and what's going to keep you safe, it's not always easy to make the smarter decision. Therein lies a frustrating conundrum, and not one few will see through to the end. When combat is mindless and repetitive as it is, you aren't exactly compelled to press on. At the very least you're allowed quite the assortment of swords, rapiers, and sabers in addition to – infinitely more useful – firearms. No matter which path you choose when it comes to developing a formidable attack party, a melee weapon is always available. Firearms like muskets and the like are usually limited to one shot, though administer a healthy dose of damage to anyone unlucky enough to stand in your way. "Dirty trick" items are also an option, though usually reserved for those who decide to spend points maturing their Cunning attributes. They can range anywhere from ravenous parrots to coconuts that can be tossed at an enemy, which lends an interesting Captain Jack Sparrow lilt to an otherwise mundane repertoire. It's an intriguing side path for anyone who's simply not interested in blowing heads off and/or stabbing enemies, and a worthwhile development path tailored to a very specific play style. Risen 2's problems are compounded further by the fact that the narrative isn't exactly the stuff of legend. Character development is essentially non-existent, with back stories and personalities so wooden it's unlikely you'll care about any of them. And if the first run-in with acquaintances whose painfully exaggerated gestures haven't put you off yet, you'll soon be puzzling over Risen 2′s core mechanics. And it doesn't help that your main goal to complete over the life of the game is, essentially, a fetch quest. Failing the conventional RPG trappings that Risen 2 relies so heavily on, the narrative keeps the rest of the game afloat long enough for you to decide whether or not you want to see this pirating adventure through to the end. You do all those "piratey" things that'd make a landlubber blush. There's intrigue. Plenty of coastal locations are occasionally a treat for the eyes when you aren't forced to explore closed-in dungeons and underground caverns. There's even a "sexy pirate" companion, which is par for the course for these kinds of games, and plenty of great scripted dialogue that furthers the illusion that you're playing your favourite pirate movie. But stilted presentation, muted visuals, muddy textures, and over-used combat dialogue combined with a combat system that just isn't remarkable in any way, shape or form doesn't exactly an epic pirate adventure make. There was much that could have been accomplished here, and at times you catch a small glimpse of greatness. There's plenty of content to dig into, also, if you're more worried about simply having something to do. With a bit more polish and care, Piranha Bytes could have unearthed buried treasure. But it's possible the developer could have missed the big red "X" that was scrawled on the map its RPG forefathers. Final Verdict: 6/10Similar Article can be found at: http://www.totalpcgaming.com/reviews/risen-2-review/ |
Max Payne 3 launch trailer is go! Posted: 10 May 2012 03:30 PM PDT The launch trailer for Max Payne 3 has just gone live, with Rockstar celebrating next weeks launch with an all guns blazing glimpse of the action from New York to Brazil. Rockstar's description of the video reads: "The launch trailer harks back to Max's tragic past as he reflects on the events that brought him from the remains of his life in New York to his lowest point yet: caught up in circumstances far beyond his control, out of his depth and on the edge in the darkest heart of Sao Paulo Brazil." The 18th of May is the date to reserve for Max Payne 3′s release in the UK, and we'll doubtless have a review for you on the day. Similar Article can be found at: http://www.totalpcgaming.com/latest-pc-news/max-payne-3-launch-trailer-is-go/ |
MAZE: The Treasure Hunters (KR) Posted: 10 May 2012 03:30 PM PDT
In short, the game is something similar to “Tomb Raider Online”, an online shooter with tons of monsters to kill. Playing the role of adventurers, players will dwell deep into crypts, tombs, ancient temples and more to discover the secrets behind them. Don’t worry, there will be PvP as well. Similar Article can be found at: http://www.mmoculture.com/2012/05/maze-treasure-hunters-kr-debut-trailer.html |
Posted: 10 May 2012 03:30 PM PDT
So, Keroro RPG Online’s combat system is similar to that of MapleStory’s side-scrolling platform design, and there will be PvP added in the future. Published by CJ EM, the beta phase will happen from 17th to 20th May. Similar Article can be found at: http://www.mmoculture.com/2012/05/keroro-rpg-online-kr-closed-beta-dated.html |
Civilization V: Gods & Kings & an Antiseptic Approach to Religion Posted: 10 May 2012 03:30 PM PDT Religion and civilization have gone hand-in-hand throughout human history, with gods and their mouthpieces alternately hindering and inspiring humanity every step of the way. That’s why Civilization V felt a bit off when it hit us about a year and a half ago and was missing a few things we’d come to take for granted in the previous iterations. Religion and its best buddy subterfuge were either absent or folded into the Piety branch of its social policy tree, with temples and whatnot contributing to the ever-more-broad “culture” statistic. Religion always existed in the background of Civ V, from cathedrals to a huge number of biblical verses doled out for researching everything from animal husbandry to frickin’ laser beams, but it was no longer present as a distinct element of strategy. When it came to religion as a tactical tool, the relevant quote seemed to be, “God is dead.” Well, now we’re getting a chance to make him in our own image. Faith is the new currency, and once we have enough we’re given a Great Prophet. The first one we’re graced with can found a pantheon, be that a war god that grants more faith when we win battles, a namby-pamby healing god that restores units that end a turn next to a friendly city, or a whole slew of other crazy stuff people are raring to fall on their knees in front of. Our second prophet can turn that half-assed belief into a true religion, tacking on tenets like tithing (if you’re into accumulating more gold) or holy warriors (which grant the ability to purchase pre-industrial land units with faith). Followers passively pressure neighboring cities to join their particular theological club, but for a more direct approach we can send those prophets and missionaries to neighboring cities to directly convert the population. Nobody really likes that, so expect diplomatic repercussions, and prepare your own cities with inquisitors to keep the faith pure… or just fill the besandaled heretic with arrows when he starts down the palm-leaf-covered road to your own holy city. It’s an act of war, sure, but at least the simulation isn’t detailed enough to take martyrdom into account. That’d really make a mess of things. Similar Article can be found at: http://www.1up.com/previews?cId=3187121 Incoming search terms: |
Unchained Blades Gives First-Person Dungeon Crawlers a Boost of Adrenaline Posted: 10 May 2012 03:30 PM PDT Religion and civilization have gone hand-in-hand throughout human history, with gods and their mouthpieces alternately hindering and inspiring humanity every step of the way. That’s why Civilization V felt a bit off when it hit us about a year and a half ago and was missing a few things we’d come to take for granted in the previous iterations. Religion and its best buddy subterfuge were either absent or folded into the Piety branch of its social policy tree, with temples and whatnot contributing to the ever-more-broad “culture” statistic. Religion always existed in the background of Civ V, from cathedrals to a huge number of biblical verses doled out for researching everything from animal husbandry to frickin’ laser beams, but it was no longer present as a distinct element of strategy. When it came to religion as a tactical tool, the relevant quote seemed to be, “God is dead.” Well, now we’re getting a chance to make him in our own image. Faith is the new currency, and once we have enough we’re given a Great Prophet. The first one we’re graced with can found a pantheon, be that a war god that grants more faith when we win battles, a namby-pamby healing god that restores units that end a turn next to a friendly city, or a whole slew of other crazy stuff people are raring to fall on their knees in front of. Our second prophet can turn that half-assed belief into a true religion, tacking on tenets like tithing (if you’re into accumulating more gold) or holy warriors (which grant the ability to purchase pre-industrial land units with faith). Followers passively pressure neighboring cities to join their particular theological club, but for a more direct approach we can send those prophets and missionaries to neighboring cities to directly convert the population. Nobody really likes that, so expect diplomatic repercussions, and prepare your own cities with inquisitors to keep the faith pure… or just fill the besandaled heretic with arrows when he starts down the palm-leaf-covered road to your own holy city. It’s an act of war, sure, but at least the simulation isn’t detailed enough to take martyrdom into account. That’d really make a mess of things. Similar Article can be found at: http://www.1up.com/previews?cId=3187122 |
Battlefield 3 Relying on its Community to Pay for Servers, Much to Players’ Chagrin Posted: 10 May 2012 03:30 PM PDT
The ability to rent dedicated Battlefield 3 servers for use in the console versions of the game was a welcome addition back in March. Unfortunately, playing on these servers appears to have become the only option for playing online multiplayer, a development which understandably has fans of the game frustrated with Electronic Arts and DICE. As outlined in this thread on the official Battlefield forums, many players are upset that EA- and DICE-operated servers have almost entirely disappeared. These servers were the only ones available prior to the rent-a-server option becoming available on consoles, and were to be complemented nicely by the new custom servers which allow for their owners to establish communities of sorts with rules, options, and admins they decide. This is a great option to have, although the word ‘option’ is key. With very few exceptions, these servers are now the only ones available to be played on as EA and DICE have taken the majority of their official servers offline. This is problematic because there are no consistent rules on these rented servers, and it can be needlessly difficult to find an acceptable game. It’s more than the map and game mode these servers are dictating; some might have rounds that last an incredibly long time (which is no fun if one team is pushed back to its final base and its players die shortly after spawning) or admins that kick players for no legitimate reason. Whatever the particular case may be, it’s not always easy to find a player-run server that operates in the same way as one of the old official servers, which is how many players would like to play. “The game was a lot of fun when you could play on DICE servers by their official rules,” TTUVAPOR wrote on the Battlefield forums. “I shouldn’t have to search and search just to enjoy a game or two. Not everyone has huge amounts of time to sit through a server list and browse to find the perfect rented server. … Rented servers are fun for those who want something more than just standard, but to entire eliminate standard play is just bad business.” Some people have noted how suspicious it is that EA and DICE servers are largely gone (VentureBeat could find only 17 EA servers on PS3) now that there is a way for players to foot the bill. And doing so is not cheap, even with the discounted rates offered for longer leases: A one-day rental costs $1.49, while 90 days costs $59.99 — the same price as the game. This setup may not require your average player to pay for a server of his or her own, yet it does not mesh well with the built-in expectation that buying the game will entitle you to play online for free on servers which are not controlled by ill-tempered gamers with a propensity for booting anyone who kills them. Electronic Arts has yet to respond to 1UP’s request for comment. The official Battlefield Twitter account has offered little information on the situation, merely telling those who inquire that their concerns have been passed along to the developers. Earlier this week, franchise community manager Daniel Matros answered questions on Reddit, including one regarding the lack of official DICE servers. “There is only so much physical space and digital space where you can have servers,” Matros wrote. “The community requested an RSP programme and we delivered.” This comment resulted in angry responses about it being senseless to do away with official servers by offloading server costs onto the community. He did later say the world of Battlefield is “dynamic” in response to a question about the removal of DICE and EA servers being permanent which, while somewhat positive, is not the answer players are looking for. Since then he has provided an additional update claiming the situation is being evaluated: “[W]e are looking over the feedback requests and also what we can do on our side to make sure players are satisfied. More updates to follow.” One would hope the company realizes the error of its ways and official servers are brought back. It has a vested interest in making players happy not only because it wants those players to purchase the next Battlefield game when it is released, but also because it wants them to continue playing BF3 in the meantime and then purchase the upcoming Close Quarters downloadable content. Battlefield 3 has seen controversy in the past, first with a promised bonus for PS3 players being dropped (and later made good on) and then with the release of premium shortcuts. EA’s business practices, too, have been bemoaned often including its habit of shutting down the online servers for its games awfully quickly. Among the most recent games to be shut down in this fashion was EA Sports MMA, which was not even a year and a half old when its servers were turned off in April. As I wrote at the time, EA reserves the right to do this in its End User License Agreement, but especially when it comes to games with online passes, there needs to be some guarantee for how long servers will stay online. The Battlefield situation is not an exact repeat of that as it remains possible to play online, yet for a game that is among the four most popular on Xbox Live week after week, it’s unthinkable that the community would be relied on almost completely to prop up its online servers. Similar Article can be found at: http://www.1up.com/news/battlefield-3-official-servers-gone |
Posted: 10 May 2012 11:57 AM PDT BattleForge is a 3D fantasy MMORTS/TCG hybrid wherein players battle for map dominance by using cards to summon units, structures, and cast spells on their opponents. With full fledged single-player campaigns and fast paced 1v1 & 2v2 PvP duels, BattleForge is a unique mix of gameplay elements that work together flawlessly.
Publisher: Electronic Arts Website: http://www.battleforge.com/en/ Pros: +Fast-paced gameplay. +Well integrated RTS & TCG elements. +Rewarding single player content. +Upgradable cards, customizable decks. Cons: -Repetitive scenarios. -Limited unit formations. -Poorly developed story/lore. -Repetitive scenarios.
BattleForge is an original game that mixes classic PC RTS (real time strategy) gameplay with a TCG (trading card game) concept. To EA and Phenonmic's credit, the two elements are made to work well, making BattleForge an enjoyable, unique MMO gaming experience. The production value of the game is what you would expect from a premium Western developer – the graphics are bright and vibrant, while the music score and voice acting only enhance the quality. Originally released as retail game with a free demo, BattleForge is now entirely free-to-play, with optional micro transactions for additional booster packs. Spell, building, and unit cards in Battleforge belong to one of four element types, and they are: Fire - Aggressive cards that deal heavy damage. Frost – Defensive cards. Frost units absorb damage well and have access to powerful towers. Nature - Focused on control and creature cards. Nature has powerful siege weapons and units with healing abilities. Shadow – Necromancy and destruction are the hallmarks of this element. Shadow creatures include the undead and wicked beings like witches.
BattleForge System RequirementsMinimum Requirements: Recommended Specifications:
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