Eyedentity Games license Unreal Engine 3 Posted: 17 May 2012 03:44 AM PDT Dragon Nest developer, Eyedentity Games, revealed that it has licensed Epic Games’ Unreal Engine 3. Without much guessing needed, it should be used for the company’s 3rd online title, currently in its early planning stage. News of the mysterious game broke earlier in April (link). Dungeon Striker (link), its 2nd game, just started the Closed Beta phase a few weeks back. Seeing how Eyedentity Games is action combat oriented in its 2 games so far, I wouldn’t mind a competitor for Bluehole Studio’s TERA, which I strongly disagree being labeled as “True Action Combat”. Can’t wait! Similar Article can be found at: http://www.mmoculture.com/2012/05/eyedentity-games-license-unreal-engine.html |
Beach Volleyball Online MMO Review Posted: 16 May 2012 11:57 PM PDT Beach Volleyball Online is a 3D Volleyball themed sports MMO with some emphasis on social interaction. The game mixes virtual world social elements with intense volleyball gameplay elements and offers some solid graphics. Publisher: Omniverse Games Playerbase: Low Graphics: High Quality Type: MMO EXP Rate: Medium PvP: N/A Filesize: ~300 MB Website: http://www.bvogame.com/ Pros: +First volleyball themed MMO. +Plenty of items in the game's store. +Spectators can bet on the outcome of a game. Cons: -Few game modes. -Some latency issues. -Dull gameplay. -Poor English translations. -Game prone to crashing / bugging out. Beach Volleyball Online is the first volleyabll themed MMO out there! It's published by Omniverse Games and offers a unique blend of actual gameplay and social elements – sort of like Snail Game's ShowUp. Like any other beach themed volleyball game, Beach Volleyball Online, as expected, has gorgeous female character models! After all, what's a beach volleyball themed game without hot chicks? Beach Volleyball Online offers various modes of play with a maximum of six players on the court at once. One of the more interesting game modes is the Audience Better Mode which, as the name implies, allows spectators to place bets on the outcome of the game. Players are rewarded with experience and money based on their performance in each match. While off the court, players are encouraged to explore the 'virtual world' elements of the game while also socializing and making friends. Upon making a character, players must choose from one of the three playable classes, which are: Offensive – They have high "Spiking and Strength" stats but weaker "Setting and Receiving" stats. They are the primary offensive class in Beach Volleyaball Online and should play aggressively. Defensive – They have high "Setting and Receiving" stats but weaker "Spiking and Strength" stats. They are great for assisting. Strategic - They are basically a combination of the offensive and defensive classes. They are capable in all aspects of the game, but not particularly strong in any one attribute. Beach Volleyball Online System Requirements Minimum Requirements: OS: Windows XP/ 2000 / 98 / Vista CPU: 1.5 GHz Intel P4 or equivalent RAM: 512 MB RAM HDD: 2.5 GB Free Graphics Card: Direct x 9 Compatible VGA card Recommended Specification: OS: Windows XP/ Vista CPU: 2.4 Ghz Intel P4 or equivalent RAM: 1024 MB (1GB) RAM HDD: 2.5 GB Free Graphics Card: Direct x 9 Compatible VGA card |
Game of Thrones Review: An Example of Mediocre Interactive Fanfiction Posted: 16 May 2012 09:43 PM PDT It wasn’t too long ago that Sega gave us Sonic the Hedgehog 4 Episode I, a new 2D Sonic game that aped the original Genesis games. It wasn’t amazing, but wasn’t exactly the grand betrayal many made it out to be, either. Nevertheless, it was defecated on by the gaming public for many reasons ranging from the valid to the insane. Sega apparently acknowledged the vitriol and spent a couple of years producing Sonic the Hedgehog 4 Episode II, redoing the graphics, adding a couple of new features, and addressing the myriad of quirks that only added to Sonic 4′s bad reception. The result is a game that neutralizes virtually all of the bullshit that stood out in its predecessor, though on the whole, it carries a tradition that probably still won’t sit well with Sonic purists. The set-up is about as pure as can be, though: as usual, Dr. Eggman is up to no good, so Sonic, joined this time by trusty pal Tails, dashes through a handful of different worlds to defeat Eggman and Metal Sonic, the sub-antagonist from Sonic CD. Sega’s earlier insistence that Episode II had anything to do with Sonic CD was tenuous at best, as it basically begins and ends with the presence of Metal Sonic, and Episode II’s stages are more a melange of references to Sonic 2 and 3. But that was just marketing, and regardless, those stages look pretty good. Whereas Episode I had a decidedly plastic pre-rendered look to it, Episode II’s stages, like the lush Sylvania Castle or the rolling dunes of the Oil Desert zone, don’t rely on 2D assets and look downright gorgeous at times instead of looking cheap and pasted-in. In that sense, it’s a different game for sure. Similar Article can be found at: http://www.1up.com/reviews?cId=3187148 |
Wasteland 2 Will Be Built On Unity Engine Posted: 16 May 2012 03:43 PM PDT inXile settles on the engine that will power Wasteland 2, but what does that mean for the game? "We pursue game ideas first and then decide what technology to use," states John Alvarado, Director of Technology at inXile. It's a surprisingly noble comment to make in light of the DICE and the Crytek's of the world – where they arguably cram as many graphics into their games first and worry about gameplay later. So Wasteland 2 will be built on the increasingly popular Unity engine – a tool popular among indies and smartphone developers for its ease-of-use. In a blog post on Kickstarter, Alvarado detailed the reasons why Unity was chosen, and yes ease-of-use was one of them. The other reasons were picked mostly due to inXile's Kickstarter promises: from looking to support the modding community or targeting Mac and Linux. But the crux of all of this means that, yes, Wasteland 2 will have a 3D engine. None of that 2D nonsense, this is full blown, 'modern era' graphics. Which will probably divide fans. What won't divide them, however, is assertions that Wasteland 2 will still be top-down in perspective with party-based, turn-based gameplay, and inXile won't be scrimping on its focus on story and character either. Check out the detailed blog post here. Similar Article can be found at: http://www.totalpcgaming.com/uncategorized/wasteland-2-will-be-built-on-unity-engine/ |
The King of Fighters Online (KR) Posted: 16 May 2012 03:43 PM PDT [More info] In a week where the whole world is engulfed in the Diablo III frenzy, several Asian MMO companies took this period to announce their various financial reports for Q1 2012. While looking out for some juicy info in those reports, I spotted new information for KOF Online and another fighting game which was thought to be canned. Korean developer Dragonfly, best known for MMOFPS Special Force, confirmed that The King of Fighters Online will finally meet the public later in the 2nd half of the year.I wonder how will the new build look like… The deal between SNK Playmore and Dragonfly was announced in 2006, followed by the debut trailer in 2009. However, with the China version, The King of Fighters World being canned, there were rumors about KOF Online following suit as well. Well, it is coming out all right. Also to be revealed later this year, my best bet at G*Star 2012, the mysterious Samurai Showdown Online will finally be shown. While KOF Online has to a trailer from 2009, absolutely nothing is available for Samurai Showdown Online so far.
Similar Article can be found at: http://www.mmoculture.com/2012/05/king-of-fighters-online-kr-set-for-late.html |
Square’s Theatrhythm Goes Back to Midgar on Nintendo’s 3DS Posted: 16 May 2012 03:42 PM PDT Ever since Square unveiled the Final Fantasy VII tech demo back in E3 of 2005, fans have been demanding the company bring their 1997 RPG classic to the era of HD consoles. Instead of delivering on the goods, however, Square decided to instead release port after port of their 2D Final Fantasies, along with the 13th (and unfortunately 14th) iteration of the series. With Final Fantasy XIII receiving mixed reviews and Final Fantasy XIV tainting the brand, it seems fans just want a reminder of why they loved the series in the first place. Instead of something new and different, Final Fantasy enthusiasts ultimately crave a prettier version of VII. Well, Square still isn’t listening, but they are trying new things with their mega-franchise. Theatrhythm Final Fantasy aims to bring an Elite Beat Agents-style of experience to the Final Fantasy stable on Nintendo’s 3DS, taking the series’ most popular tunes and melodies and turning them into a portable gaming experience. Having found success in the past with experiments like the Final Fantasy: Dissidia series for the PSP and Final Fantasy Tactics, the series has proven that it can thrive in other genres if given the care and attention its numerical brethren receive (again, minus XIV). Reception to Theatrhythm raised a few eyebrows during last year’s E3, but buzz is good on Square’s current foray on the Nintendo 3DS. With previews and press seeming optimistic about the experience, fans will hopefully be happy taking a nostalgic stroll through Midgar, but not staying long enough to enjoy the view. Similar Article can be found at: http://www.1up.com/news/theatrhythm-video-preview |
A Tale of Two Television Games Posted: 16 May 2012 03:42 PM PDT It’s certainly not easy to make a game based off a hit television series; one has to only look back at properties like Buffy, The X-Files, and The Sopranos to find examples of fantastic shows that transitioned into video games via bland and uninspired adaptations. And the less said about the Home Improvement SNES game featuring dinosaurs, the better. Observing this sad trend makes it all the more surprising that Telltale was able to create a fantastic opening to their downloadable series based on The Walking Dead. Sadly the success that they had with the AMC hit caused an old wound to open in the form of us thinking about the potential behind 2008′s Lost: Via Domus, and how it failed in every aspect that The Walking Dead succeeds. Ubisoft Montreal released their adaptation of the ambitious ABC series at the very end of Lost‘s third season. As the season finale dramatically widened the scope of the series, Lost: Via Domus attempted to retread over the first 60 episodes by placing fans in the shoes of a brand new character. What followed was a bland, uninspired trod through the jungle without any focus whatsoever. Characters from the show would randomly pop-up for the sole purpose of having fans recognize them, and strange gameplay mechanics were shoehorned for no apparent reason. In short, the game was a bit of a mess. So why is it that Telltale was able to succeed with The Walking Dead where Ubisoft failed with Lost? Understanding the Source Material The Walking Dead series is built upon the question of whether or not people can coexist in a world devoid of humanity. Its themes of survival and the price you’d pay to protect those you love are ones that Telltale fully embraced and displayed prominently throughout the first episode of the game. It’s through this understanding that the game’s successes are built upon, and it’s a complete lack of this understanding that caused Lost: Via Domus to falter. Despite being set on a Robinson Crusoe-esque island, Lost is at its core about deeply tortured souls coping with their internal demons, most specifically their father issues, all while peeling back the mysteries of their newfound home. Yes, the first three seasons had their fair share of smoke monsters and gunfights, but these should not have been the focus of the game. Instead, Ubisoft should have set their sights on creating relationships between the characters as strong as those on the show, while simultaneously allowing the player to freely explore the enigmatic island as they unraveled the mystery of the setting and its occupants. Over the past six years, Telltale has been refining its craft as the modern-day torch holders of the adventure genre. Although they’ve certainly had their ups and downs, The Walking Dead may very well be their most refined experience yet. By marrying these mechanics with a strong understanding of The Walking Dead world, they’ve successfully discovered what to keep and what to let go when adapting a television series. The opposite can be said of what Ubisoft Montreal did with Lost; it’s almost as if they took a variety of strange concepts and jammed them into a Dharma-branded mold. Where Telltale allows the player to take their time and explore small, yet detailed locales, Lost relied far too heavily on the player having sunk hundreds of hours into the series in order to glean even the smallest hint of pleasure. Not Simply Fan Service Playing Lost: Via Domus without being a fan of the show was a bit like watching your very first baseball game. Without an understanding of the roles and rules, you’re left just scratching your head and wondering why these people are doing what they do. The very best moments in Via Domus were the small glimpses you had of the mysterious locations around the island. Being able to wander around The Swan Station and see where Desmond slowly lost his mind was a treat to hardcore fans of the show, but to anyone else it was simply necessary meandering through an admittedly drab bunker. At the same time, fans of the series set such a high bar from the show, and the game failed to meet even the lowest of expectations. This is where The Walking Dead comes in, with its ability to subtly reward fans of the source material while still remaining completely open to newcomers. You don’t need to have every episode of The Walking Dead saved on your DVR to relate with the characters and their predicaments in the game. The writing and voice acting are strong enough to carry their own emotional weight without relying on the audience’s preconceived knowledge of the world. Likewise, the decisions you’re forced to make in Telltale’s game have consequences that reach far beyond the inside baseball of some of the few exciting moments of Via Domus. In short, The Walking Dead is a game first and an adaptation second, whereas Lost completely swaps that order. Characters vs Caricatures Despite the short length of the opening episode of The Walking Dead, Telltale was able to create a rich set of characters that players could bond with almost instantly. Despite their flaws, you want to see them survive if only to learn about about their foggy pasts. The game could have easily been stuffed with iconic characters from the series, but Telltale wisely kept the references to the TV show realistically subtle. Characters don’t need to have giant flashing arrows above their head to signal their importance. This articulation was all but missing from Lost, as the game frequently had familiar characters cross your path just so fans can say, “Hey, it’s Kate!” These cameos brought nothing to the story, nor did they help flesh out anything from the television series. The game wisely created a new character for you to play as, but Elliot the amnesiac photographer was a wet blanket of boring served merely as a vessel for us to wander down the strangely limiting corridors of the jungle. It should be noted that no facet of The Walking Dead is finished — not the comic, not the television series, and certainly not the game. I can’t speak to whether or not the series will be able to maintain the momentum of its inaugural installment, but until Telltale falters, I have faith in the upcoming episodes delivering a similar blend of tension and character development. I also have faith that somewhere out there is an amazing idea for a video game based on Lost. The series is rife with digital potential in its characters, setting, and mythology, and surely some company could create a tight, engrossing experience that naturally displays the strengths of the series. But until that hypothetical day comes, we’ll just have to be happy with the fact Telltale has digitized The Walking Dead with a steady hand that’s rarely seen in television to video game adaptations. Similar Article can be found at: http://www.1up.com/news/tale-television-games |
BattleForge MMO Review Posted: 16 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 Playerbase: Medium Graphics: High Quality Type: MMO EXP Rate: Medium PvP: 1v1 & 2v2 battles Filesize: 90 MB installer, 2GB+ patch 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 Requirements Minimum Requirements: OS: Windows XP/Vista CPU: 1.8GHz AMD64 or Intel Core RAM: 512 MB HDD: 10.0 GB Graphics Card: NVidia GeForce 6000-Series or better, ATI Radeon 9500 Recommended Specifications: OS: Windows Vista / XP CPU: Pentium 4 2.4 Ghz or better RAM: 1024 MB (1GB) or more HDD: 12.0 GB Free Graphics Card: GeForce 7000 or better |