Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


The Prototypes Behind Journey

Posted: 10 Mar 2012 04:47 AM PST

At one point shortly after finishing Flower, the developers at indie studio Thatgamecompany rounded up members of the God of War team and other staff in Sony’s Santa Monica office, sat them down “in random rooms and closets in the building,” according to producer Robin Hunicke, and presented them with a 2D Flash prototype running on a PC.

It looked more like a 2600 game than anything the studio was known for, with the main character appearing as a circle with a line sticking out — “like a little tank,” says Hunicke — next to flat blocks in a top-down view. Focus testers moved from point A to point B, with mechanics designed to reward them for interacting with one another — when one left a path on the ground, the other could run along it for a speed boost; if the two stuck close together, the camera zoomed out to let them see farther into the distance.

Thatgamecompany president Kellee Santiago, creative director Jenova Chen, and producer Robin Hunicke pose with the main character from Journey at E3 2011.

“The whole idea of the prototype was to test the idea of anonymous mute action-based gameplay, where actions speak for you much more loudly than words, and where you wouldn’t know what the person you were playing with looked like or where they were from,” says Hunicke.

The team’s theory was if they could make players connect with each other in an emotionless setting, then they could later amplify those concepts by adding art and music and a 3D world. A few hundred play tests later and their results have turned into one of the most critically acclaimed titles in recent memory: Journey, part adventure game/part experiment in creating a new form of communication between players by removing voice, combat, and the aggressive subtleties that exist in other games.

The 2D Prototypes: Roping and Dragon

Sitting down to talk at the Game Developers Conference this week in San Francisco, Thatgamecompany creative director Jenova Chen explains that the deconstructed tank demo was only one of many prototypes the team designed while working on the game. He opens his laptop and pulls up seven video clips showing ideas the team tried.

Chen begins with the oldest of the batch, a “Roping” demo that looks like a 2D platformer in which players work together to make their way up a series of platforms — a skinny character can move quickly, a heavy character can break rocks, a big head character can boost the others’ abilities, and everyone can drop ropes for those below them to climb.

Because the rope idea depends on co-op partners, Chen says the team ended up cutting it from the final game in favor of a solution where players could scale carpets on their own.


Posted by: admin in Gaming News
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Power Rangers Online (KR)

Posted: 10 Mar 2012 01:28 AM PST


Power Rangers Online’s new teaser website got updated with some information, but there is still no trailer or screenshots. But through some of the 3D character models, including the monster ones I posted previously (link), it seems the game will indeed be full 3D instead of the rumored cell-shaded graphics some foreign sites were speculating.


From the image above, 4 of the basic features are introduced, mainly the game being an action one, with monsters found from the series, ability to transform and of course, forming parties. The images below are the 5 rangers which players will get to choose from.


Although there is still no date set for Closed Beta, the first private test phase will be limited to just 5,000 players. However, it was posted that each successful candidate will be able to invite 2 friends into the test phase as well. As usual, only Korean players will be able to register for the draw. More info to come when available.


Posted by: admin in Gaming News
Find related article at: http://www.mmoculture.com/2011/10/power-rangers-online-kr-teaser-website.html

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How Gravity Rush’s Designers Took the Third Option

Posted: 09 Mar 2012 04:39 PM PST

The existential crisis facing the Japanese game industry lurked beneath the surface of this year’s Game Developers Conference with uncomfortable omnipresence, often giving a sense of Japanese designers coming to San Francisco humbly to take notes on what sells in the U.S., only to be scorned and derided for their trouble. Of course, it wasn’t really so dire as all that, but one could certainly be forgiven for walking away with that impression.

So it should come as little surprise that, like many Japanese devs at GDC, Gravity Rush’s Yoshiaki Yamaguchi devoted a fair amount of his panel to the conundrum of appealing to both Japanese and American audiences. Unlike many designers, though, Yamaguchi’s team side-stepped the conventional wisdom that games have to carry a conventional, realistic “American” feel or an anime-inspired “Japanese” feel. Rather than simply falling into either camp, the creators of Gravity Rush have chosen to draw upon a third option: Bande dessinée, or French comics.

“I felt that games these days are starting to look too much the same,” said Yamaguchi. “They either use a realistic style or an anime style…. There’s art that looks real, and art that feels real, and I feel bande dessinées is better suited to the latter.”

Going European certainly isn’t unheard of in non-European games, of course; the Professor Layton series is defined by its warm, Ghibli-esque visual style. Yamaguchi, however, very specifically drew inspiration from French illustrators Jean Giraud (Moebius) and Enki Bilal in order to create a visual style of which it would be (as Yamaguchi says) “difficult to determine the country of origin.”

And Gravity Rush is a truly stunning game. Not only does its gameplay appear novel — applying the gravity-inverting mechanics of games like VVVVVV to an open, three-dimensional world — its style is striking. It combines polygons with cel-shading, painterly effects, and highly saturated unconventional color schemes. It looks like nothing else on the market, even within the Western indie space, and makes a strong case for PlayStation Vita’s merit as a platform.

“We sought to strike a balance between realism and drawing, creating harmony with the CG,” said Yamaguchi. “But of course simply focusing on graphics will not move the audience… it’s like moving different strands of string to weave a tapestry.”

The team’s solution was to create something they call a “living background,” environments that create the “sensation that the character actually exists in that space.

“Games can do something that novels and movies can’t,” Yamaguchi said. “The player can interact with them. The concept is that the world that exists here is not simply a picture, but a living, breathing entity. The environment must convey information to the player; when players do not receive this information, they start to ignore their surroundings. As soon as the player starts to think of the background as a picture, they’ll stop paying attention to it.” Due to the nature of Gravity Rush’s gameplay (which sees players flipping heroine Kat’s personal sense of gravity across a variety of axes, allowing her to traverse any surface above a certain size), the team felt it essential to get Kat to look like she belonged within the world she inhabits. The illustrated-yet-natural style of bande dessinée served as the creators’ waypoint for creating this synthesis. At a time when rhetoric about the origins and nature of games so deeply polarizes the industry, it’s a pleasure to see someone approach their work from a different angle — and to come up with such an intriguing creation in the process.


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.


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Phantasy Star Online 2 (JP)

Posted: 09 Mar 2012 04:39 PM PST


I don’t really think this has been done before, seeing how Sony’s PlayStation Vita only came into market a couple of months back. In what I deem as a breaking announcement, Phantasy Star Online 2′s PS Vita version will be synced with the regular PC version. Yes, that means players on the Vita and PC are playing together in the same world/ server. The producer, Sakai Satoshi, is a genius I tell you. Although still an untested area, I am definitely watching this will unfold.

While the Vita version is only due in 2013, which is next year, the game was announced for the PC quite some time back. The game is currently in Alpha phase still for the PC platform in Japan. There is no news at all regarding an English version at this moment. Below are some trailers revealed previously.


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The Darkness 2 Already Looks Like Digital Extremes’ Best Game

Posted: 09 Mar 2012 01:26 PM PST

Once upon a time, getting about in a Zelda game was such a clear-cut process. You had your dungeons (anywhere from four to 12, depending) and you had the overworld that linked them all together. Aside from the occasional spin-off (Four Swords Adventures was broken into levels, and Majora’s Mask centered around the hub of Clock Town), that’s how it always worked. You’d wander around, maybe poke into a cave for a Heart Piece, clear away some scrub, fight some bad guys, and eventually work your way to the next subterranean puzzle labyrinth.

The Legend of Zelda: Skyward Sword is mixing things up, and — for the first eight hours of the game, at least — the results are pretty great. Skyward Sword’s design makes the distinction between overworld and underworld much muddier than in past games. Perhaps that’s appropriate, since this adventure divides its world into three layers rather than the usual two. Above the dungeons, you have the overworld; meanwhile, above it all is the realm of Skyloft, best described as an aerial take on Wind Waker’s sea. At the heart of Skyloft is a large city held aloft by (one assumes) ancient magic or technology or something, but the skies are littered with floating islands, and Link travels between them on the back of a huge red bird.


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Find related article at: http://www.1up.com/previews?cId=3185907

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Wargame: European Escalation Review

Posted: 09 Mar 2012 10:36 AM PST

Wargame: European Escalation boasts possibly the most obvious name for a game ever (it's like calling Super Mario Jumpgame: Plumber Rising: Revengeance). It is, as you can no doubt surmise, about war. An alternative Cold War in fact.

Developed by Eugen Systems, Wargame, European Escalation is a real-time strategy title, so if the studio's name and legacy means anything to you, you'll know what to expect. Wargame: European Escalation Review

Wargame: European Escalation is pretty minimalist presentation wise. No dazzling opening cutscene, no bleak state of the world introduction. It's actually quite refreshing to have something just say 'here's a game, play the damn thing' with a minimum of fuss.

You're hit immediately with a business like, imposing menu screen and then drafted straight into the heat of battle, starting off with smaller scale melees before you ascend fully into total war. It's a good way to exercise your inner Napoleon.

The thing that strikes you immediately about European Escalation is the sheer scale and detail of the thing. It's madness. You can view the proceedings from as high as above the clouds to a few metres off the ground with virtually no framerate loss (if you're running on a high end PC at least).

Not only that, but there are little incidental details everywhere. Tanks will make tracks wherever they go, fires will affect nearby flora and fauna and towns appear to be painstakingly rendered, before you blow them to smithereens at least.

You'll probably spend a few moments admiring the tiling in some chap's patio before suddenly remembering that half a mile away your forces are getting utterly mulched by the communist menace.

You see, Wargame: European Escalation has no time for idiots. It requires more patience than other strategy standards like Starcraft and Command and Conquer, and you can't rely on overwhelming your opponents through sheer numbers alone, as you're likely to get utterly decimated by some incredibly cheeky flanking enemy hordes.

You need to plan your attacks, make sure you've accounted for every possibility. There's a rock paper scissors element to the game, as each unit has its own strengths and weaknesses.

For instance Tanks have a tendency to get utterly mulched by well hidden, strategically placed infantry, but can make short work of command units, while aircraft, surprisingly enough, have a particular weakness to stationary missile units.Wargame: European Escalation Review

There's no base building or resource mining either. The only way to replenish your ranks is to capture a point and station a command vehicle at it, meaning you're always constantly on the move and looking for new areas rather than hunkering down and fortifying a specific area.

You'll also need to account for the terrain. Vehicles will occasionally get stuck going through swamps, whereas gaily bumbling along through a field will have enemy crosshairs on you in an instant.

You need to use your surroundings to your advantage, take cover in the trees, or use the roads to travel more quickly to your next fracas. There's a lot to consider.

The game also has you take into account the mental wellbeing of your troops. They're usually pretty stout, but if you end up putting them in a hairy situation they can get jittery. If they're getting completely pummelled though they'll sometimes rout like awful cowards, throwing your ranks into yet more disarray.

This isn't harsh though, it's just European Escalation being cruel to be kind. You'll see the defeat screen a lot, but you'll also likely shrug it off and press the replay button, as there's something oddly compulsive about it.

Wargame: European Escalation is an enjoyable, diverting time sink. There's something oddly relaxing about sending your troops to their death as some tranquil background music lightly froths away.

It does feel like things are overly stacked against you though. You can only use a limited number of units for instance, which feels stifling. Meanwhile, enemies spotted by recon units will also disappear when out of range again, meaning you'll feel like you're going out to war blind a lot of the time.

It's all slightly overwhelming. The number of units at your disposal (unlocked through earning stars throughout the single player campaign or levelling up in multiplayer) is ridiculous, and it's easy to get bogged down in a cavalcade of stats.

However, Wargame: European Escalation is also incredibly dry and characterless; the only light relief coming from some of the unintentionally funny things your troops will say when you order them about, all cut glass English accents and gung ho machismo.

Wargame's multiplayer will be the real draw for the strategy nuts though. You can team up with a few others and go head to head agWargame: European Escalation Reviewainst other would be despots, and get into many an argument as you accidentally send in units your comrade wanted to preserve.

It's the nature of the beast though, and all's' fair in war and eh, war. You'll get destroyed when you first play, but you'll learn should you give it time. Wargame isn't something to be sped through in an afternoon. It's more like a long term investment, rewarding patience and attrition.

Wargame: European Escalation is maybe aimed too squarely at hardcore strategy nuts, and it's desperately lacking in character, but once you wrap your head around the various intricacies it's far too easy to lose an entire evening zooming in and out in amusement at all the carnage being meted out.

Standing proud among the rank and file of the strategy genre, Wargame: European Escalation improves upon elements explored in Eugen's previous game R.U.S.E. Get past the negligible plot and steep learning curve and you'll find an engaging, good looking RTS. 7/10


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MMO Updates

MMO Updates


GDC 2012: The Repopulation demonstrates world-building elements

Posted: 10 Mar 2012 09:00 AM PST

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The Repopulation screnshot
GDC literally has a little of everything, from indie developers to major studios, from free-to-play games to shooters to arena battles to retro to family... there really is something for everyone. As a massive fan of sandboxes myself, I was pleased to get to spend so much time with Above and Beyond Technologies' lead dev and co-owner Josh Halls and artist Kevin Grove as they demonstrated some of the features in their upcoming title, The Repopulation. (And I would have even spent longer if I could have!)

While I had a monopoly on the team's attention, I had the chance to see some of the customization available to characters, both in appearance and gear, as well as get the lowdown on the world building element. We actually walked through the building of a nation, a feature that will make many a sandbox fan giddy! Although Josh was quick to point out that only a few items were available at this point in development, there was certainly enough to get a feel for the system. And I am looking forward to it!

Continue reading GDC 2012: The Repopulation demonstrates world-building elements

MassivelyGDC 2012: The Repopulation demonstrates world-building elements originally appeared on Massively on Sat, 10 Mar 2012 12:00:00 EST. Please see our terms for use of feeds.

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    WRUP: I've been waiting two years to do this edition

    Posted: 10 Mar 2012 07:00 AM PST

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    No, that's not my character, it's a stock screenshot.  My Shepard is Moroccan, actually.
    When I first started playing Mass Effect 2, I was waiting for a chance to start punching Cerberus operatives in the face. Now I'm playing Mass Effect 3, which gives me abundant opportunities to punch Cerberus operatives in the face. I mean, there are a lot of other things to like about the game, but nothing that gives me the satisfaction of being able to take down people who have clearly needed to be taken down for some time. It's... edifying.

    This week's installment of WRUP doesn't actually include much in the way of ME3 beyond this, however, but it does include what everyone on the Massively staff will be doing over the weekend. It also includes our individual stories about the last MMO that we each deleted off of our respective hard drives. So come look at our plans, and then let us know what you'll be doing down in the comments.

    Continue reading WRUP: I've been waiting two years to do this edition

    MassivelyWRUP: I've been waiting two years to do this edition originally appeared on Massively on Sat, 10 Mar 2012 10:00:00 EST. Please see our terms for use of feeds.

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      The Daily Grind: Do you miss player-written books in MMOs?

      Posted: 10 Mar 2012 05:00 AM PST

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      Ultima Online
      In her sandbox column a week or so ago, Massively's own MJ Guthrie brought up an MMO feature that's fallen by the wayside in recent years: player-written books. Ancient sandboxes like Ultima Online and modern classics like EverQuest II give players the ability to write their own books, which then populate player-run libraries, serve as tavern menus, explain quests, and mark the memory of friends who left the game. Later games, however, have sadly passed over the mechanic.

      I can't say that player-written anythings have no potential for abuse and inanity. There's a guild in UO, for example, that uses books as advertising spam, and the game's designers were forced to implement a system to lock-in text to circumvent the "Dudebro was here" graffiti that miscreants would otherwise inscribe on other players' masterpieces. But the potential for cool outweighs the potential for abuse for me, and I miss writing and reading in-game books so very much.

      What about you -- do you miss player-written books in MMOs? Or do you think they're a niche idea that was retired from MMO design with good cause?

      Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

      MassivelyThe Daily Grind: Do you miss player-written books in MMOs? originally appeared on Massively on Sat, 10 Mar 2012 08:00:00 EST. Please see our terms for use of feeds.

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        Diablo III shelves PvP to make launch

        Posted: 09 Mar 2012 06:00 PM PST

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        Diablo III
        When a release date is nearing and a crucial game feature is falling behind, what is a studio to do? If you're Blizzard and you're looking at the fate of one of the biggest titles of the year, you yank the offending feature from the game so as to not delay the entire product.

        Blizzard announced today that Diablo III's PvP is not living up to the studio's standards and that it will be removing it for now in order to keep the game on track for launch. So why not just hold back the game until it's completely ready? In the words of the studio, "We ultimately felt that delaying the whole game purely for PvP would just be punishing to everyone who's waiting to enjoy the campaign and core solo/co-op content, all of which is just about complete."

        Diablo III's PvP functionality will be restored at an unspecified later date with multiple Arena maps, achievements, personal progression, and a matchmaking system.

        [Thanks to Marc for the tip!]

        MassivelyDiablo III shelves PvP to make launch originally appeared on Massively on Fri, 09 Mar 2012 21:00:00 EST. Please see our terms for use of feeds.

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        Betawatch: March 3 - 9, 2012

        Posted: 09 Mar 2012 05:00 PM PST

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        Betawatch - Tribes Ascend pic
        GDC has brought with it several tweaks to the Betawatch list! We've learned that DUST 514 will be entering a more open beta come April and Tribes: Ascend will officially launch on April 12th.

        Meanwhile, the TERA team has kicked off a series of contests to accompany its third closed beta weekend. Line of Defense and Remanum have begun accepting beta signups; Dragon Born aims for a closed beta later this month; and City of Steam is offering a sneak-peek for long-time followers.

        Finally, we say farewell to Rise of Dragonian Era, which launched today, and Crystal Saga, which launches on March 12th.

        Enjoy the full Betawatch roundup!

        Continue reading Betawatch: March 3 - 9, 2012

        MassivelyBetawatch: March 3 - 9, 2012 originally appeared on Massively on Fri, 09 Mar 2012 20:00:00 EST. Please see our terms for use of feeds.

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          MMObility: Utilizing Windows 8 to help with MMO chores

          Posted: 09 Mar 2012 04:30 PM PST

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          Windows 8 preview screenshot
          Not so long ago, I told you about my acquisition of an Inspiron Duo netbook, a 10-inch device that was not only a small laptop but also a touchscreen tablet device. It is a very sturdy device, and the flip-around screen works well. The main problem with the device was that it came with Windows 7 while only sporting a dual core processor and two gigs of RAM. The other main issue was that the 10-inch screen has a 1366x768-pixel resolution, meaning that it was often uncomfortable to read on it or play games unless I zoomed in.

          Recently Microsoft released the Windows 8 public preview, so I downloaded it after reading that it was really geared for tablet or touchcreen devices. Sure enough, the same 10-inch netbook that was not getting a lot of use around here suddenly became faster and much more friendly to the eyes.

          It's perfect timing, as well, especially since I will be starting my "chores" experiment in which I see whether scheduling my gameplay each day will help me with an issue I have been having.

          Continue reading MMObility: Utilizing Windows 8 to help with MMO chores

          MassivelyMMObility: Utilizing Windows 8 to help with MMO chores originally appeared on Massively on Fri, 09 Mar 2012 19:30:00 EST. Please see our terms for use of feeds.

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            Storyboard: Out of the rut

            Posted: 09 Mar 2012 04:00 PM PST

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            Yes, it's a Claire Shepard week.  Can you blame me?  Yes?  Well, shut up.
            Every day it's the same thing. You wake up, you go to work, you convince your boss that you're actually working for eight hours or so, you go home, and then you log into your game of choice for some roleplaying. Except lately, that's been feeling like just as much of a routine. If your characters are supposed to be like people, it's not surprising that sometimes they'll wind up in the middle of a boring routine just like anyone else.

            Granted, depending on your roleplaying, that boring routine might involve several betrayals, affairs, and potential murders, but a routine is a routine.

            The point is that your character can get stuck in a rut. No matter how much you might like a character, it's no fun to keep running through the same basic stories again and again. You need to kick your character out of that rut, preferrably without destroying the elements you like about the character in the first place. So how do you get out of stagnant waters and start churning things up again?

            Continue reading Storyboard: Out of the rut

            MassivelyStoryboard: Out of the rut originally appeared on Massively on Fri, 09 Mar 2012 19:00:00 EST. Please see our terms for use of feeds.

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              DC Universe Online explains how the Earth powerset rocks out

              Posted: 09 Mar 2012 03:30 PM PST

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              The important thing is to not take these powers for granite.
              DC Universe Online players have known that the next major powerset has been set in stone for some time now. The Earth powerset is rolling along, and in the latest developer blog the team explains just how the set works for all sorts of players. At its foundation, the powerset is split into the Geokinesis and Seismic trees, with the former allowing players to shape weapons of stone and the latter projecting earthquakes and similar eruptions.

              Mastery of Geokinesis allows players to summon earth golems to fight alongside them, solidifying a defensive strategy with transferred damage and special stone totems. On the other hand, mastery of the Seismic tree lets you summon localized epicenters and yank pillars of stone from the ground, flinging enemies around and knocking them off their feet. While it doesn't seem like the new set will be kind to property values, players will probably have more than a few new tricks to use like a stone-cold killer.

              MassivelyDC Universe Online explains how the Earth powerset rocks out originally appeared on Massively on Fri, 09 Mar 2012 18:30:00 EST. Please see our terms for use of feeds.

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              Fallen Earth's March state of the game gets territorial

              Posted: 09 Mar 2012 03:00 PM PST

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              Screenshot -- Fallen Earth
              Another month is upon us, and Fallen Earth is bringing some changes to its Global Territory Control system. While players wait with bated breath for the new features to hit the PTS at the end of the month, GamersFirst has put out a new blog post outlining what players can expect from the next round of updates. We've covered the basics of Global Territory Control previously, so if you want to get up to speed, go on and have a read. Don't worry; we'll wait.

              Caught up? Good. So what's new this month? The buffs granted by controlling territories have been changed. Now, each town and keep is worth a given number of points. The faction that has the most points will receive a buff that "improves crafting and harvesting speed as well as Random AP, Death Toll, Faction, and Experience gains." Meanwhile, the faction system is getting a revamp that "will see the elimination of shoulder factions." Completing tasks for your faction of choice "will only affect the specific faction you completed it for and its opposite on the faction wheel." This really only scratches the surface of the myriad changes coming to Fallen Earth, so to get the full details just head on over to the game's official site.

              MassivelyFallen Earth's March state of the game gets territorial originally appeared on Massively on Fri, 09 Mar 2012 18:00:00 EST. Please see our terms for use of feeds.

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              LotRO cleans up the Warden's act

              Posted: 09 Mar 2012 02:30 PM PST

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              LotRO
              If you're a Lord of the Rings Online Warden, then your world is about to change. Update 6 will reshape this advanced class to strengthen the Warden as a tank, offer a better DPS role, and fashion a ranged fighting trait line. The latter will also be DPS, although it will also offer some measure of support for groups.

              The latest dev diary by Turbine walks us through these changes as the team works to clearly define the three styles of play. One of the big changes is the addition of a brand-new gambit builder, which comes from javelin throws when players are fighting in the new ranged (Assailment) stance. This gambit builder will replace the spear thrusts in the stance, as it's somewhat difficult to jab someone from 40 meters away with a stick.

              Another significant change is the addition to what Turbine calls "flavoring" for gambits. These are bonus effects that change depending on the Warden's stance to strengthen tanking, melee DPS, or ranged DPS. Other fun tweaks to the class include allowing Wardens to prep a gambit ahead of a battle and a huge overhaul to the three trait lines.

              MassivelyLotRO cleans up the Warden's act originally appeared on Massively on Fri, 09 Mar 2012 17:30:00 EST. Please see our terms for use of feeds.

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              GDC 2012: Wargaming.net on World of Warplanes, clan wars, and taking over the world

              Posted: 09 Mar 2012 02:00 PM PST

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              Wargaming.net had a huge presence at this year's GDC, and why not? The firm is growing at an exponential rate, and we're not just talking about the fact that it has World of Warplanes and World of Battleships coming down the pike.

              CEO Victor Kislyi told me that over the past year the firm has expanded to include 700+ employees and a global presence that features development centers in Kiev, Ukraine, and Russia. The firm's flagship World of Tanks title currently boasts 18 million players worldwide, and it is paving the way for the second and third entries in a World War II trilogy.

              Its clan wars mode is also the starting point for a grand vision of military combat at the squad level.

              Continue reading GDC 2012: Wargaming.net on World of Warplanes, clan wars, and taking over the world

              MassivelyGDC 2012: Wargaming.net on World of Warplanes, clan wars, and taking over the world originally appeared on Massively on Fri, 09 Mar 2012 17:00:00 EST. Please see our terms for use of feeds.

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                The Repopulation populates pre-alpha

                Posted: 09 Mar 2012 01:30 PM PST

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                Screenshot -- The Repopulation
                Beyond Technologies, the studio behind upcoming sci-fi sandbox title The Repopulation, has been spending the last couple of months preparing new features for the game to show off at GDC 2012. Well, the wait is over as a new changelog post on the game's official site gives players a look at all the hard work that's been put into the game over the last two months.

                Oh, we're sorry, did we say changelog? We meant novel. The team has clearly been slaving away nonstop if the sheer number of changes and additions is any indication. If you're waiting to see these new features in action, though, don't worry. The studio says that some new video footage has been prepared that will be publicly released after GDC 2012. And to top it off, the post announces that the studio "will be opening Alpha testing in June." More information on that will be coming next week, so hang tight and read up, and be sure to stay tuned for our own MJ Guthrie's look at the game straight from GDC 2012.

                MassivelyThe Repopulation populates pre-alpha originally appeared on Massively on Fri, 09 Mar 2012 16:30:00 EST. Please see our terms for use of feeds.

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                DUST 514 driver's ed includes stealthing, siege mode, and power draining

                Posted: 09 Mar 2012 01:00 PM PST

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                DUST 514
                While the idea of piloting your own tank or drop ship in a virtual world may seem like a carefree joyride of devastation and destruction, think again: Turning on the engine in a DUST 514 vehicle may be the last thing you ever do if you're ignorant of the basics.

                In a new dev post, CCP opens up the manual of vehicle operation in its upcoming title and tells it like it is. For starters, players will need to train up specific skills in order to even be allowed behind the wheel of any of these beasts, and even then, a clueless operator could find him or herself a sitting duck if attention isn't paid to power consumption (in DUST 514's terminology, capacitors). Equipped modules all draw power from capacitors during combat, and while capacitors do regenerate over time, they can be drained, both from a player's actions or an enemy's attack. As such, it's important to keep power demands in mind when modding a vehicle.

                Two DUST 514 war machines are used as examples in the article. There's the Marauder HAV, a tank-busting tank that comes with an alternate siege mode, and there's the Force Recon dropship, which can clock, jam enemy sensors, and drain enemy vehicles' power. The post ends with a hypothetical battle scenario involving both of these, showing how they could be used out in the field.

                MassivelyDUST 514 driver's ed includes stealthing, siege mode, and power draining originally appeared on Massively on Fri, 09 Mar 2012 16:00:00 EST. Please see our terms for use of feeds.

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                Massively Speaking Episode 191: GDC Thursday

                Posted: 09 Mar 2012 12:30 PM PST

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                Tribes Ascend
                Massively Speaking Episode 191 is the last stand of the Massively GDC crew as they bravely recall their final experiences at the convention for you and their loved ones to cherish. It's been a whirlwind of a week, but many of the studios saved the best for last -- and we've got the scoop!

                Have a comment for the podcasters? Shoot an email to podcast@massively.com. We may just read your email on the air!

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                Read below the cut for the full show notes.

                Continue reading Massively Speaking Episode 191: GDC Thursday

                MassivelyMassively Speaking Episode 191: GDC Thursday originally appeared on Massively on Fri, 09 Mar 2012 15:30:00 EST. Please see our terms for use of feeds.

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                  GDC 2012: TERA's growth spurt and dynamic events

                  Posted: 09 Mar 2012 12:00 PM PST

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                  TERA
                  "It's been a helluva year since we've been at GDC last," TERA Producer Chris Hager started, "and everyone wants to know what we've been doing for the past 365 days."

                  Thus began our time with En Masse at GDC, in which enthusiasm for the forthcoming TERA was positively infectious. Hager sighed happily as he reminded us of the title's May 1st launch date: "You have no idea how happy that makes me to be able to say that."

                  Just because a launch date is on the horizon doesn't mean that the hardest part is over for this crew. During this past month, the team's been running a closed beta test that's provided vital feedback for last-minute tweaks and preparations. "We've taken that feedback and it's helped us evolve TERA into the game we all want to play," Hager said.

                  So just what has En Masse been doing for the past year, and what has us most excited about getting our hands on a launched version of TERA? Read on to find out!

                  Continue reading GDC 2012: TERA's growth spurt and dynamic events

                  MassivelyGDC 2012: TERA's growth spurt and dynamic events originally appeared on Massively on Fri, 09 Mar 2012 15:00:00 EST. Please see our terms for use of feeds.

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                    Star Wars: The Old Republic subscription numbers stabilize at 1.7 million

                    Posted: 09 Mar 2012 11:00 AM PST

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                    SWTOR
                    It's shaping up to be one hell of a good month for BioWare. If you consider the amount of money made by the launch of Mass Effect 3 and by the continued success of Star Wars: The Old Republic, the entire studio must be swimming in pools of gold coins a la Scrooge McDuck by now. At any rate, it would appear that Star Wars: The Old Republic's subscriber numbers have stabilized at about 1.7 million active subscribers.

                    It's also worth noting that, according to EA's John Riccitello, the "vast majority" of these active subscribers have already used their 30-day trials, which means most of those 1.7 million subscribers are shelling out $15 per month to play the game. It'll be interesting to see how these numbers change (or don't) in the coming months, but for the time being The Old Republic seems to be doing BioWare proud.

                    MassivelyStar Wars: The Old Republic subscription numbers stabilize at 1.7 million originally appeared on Massively on Fri, 09 Mar 2012 14:00:00 EST. Please see our terms for use of feeds.

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                    The Soapbox: My MMORTS is more MMO than your MMORPG

                    Posted: 09 Mar 2012 10:00 AM PST

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                    Golden Age screenshot
                    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column.

                    Have you ever played an MMORTS? No, I'm not talking about a single-player PC strategy game or city sim; I mean an MMORTS. There are so many to choose from that it would be hard for me to even begin to list them all, but I'll try. There's Illyriad, Ministry of War, Evony, Call of Gods, Dragons of Atlantis, Thirst of Night, 8Realms, Lord of Ultima, Golden Age and many, many others. Either you recognize some of those titles or you do not. Oddly enough, I've found that many standard, three-dimensional-world explorers do not consider MMORTS titles to be MMOs. I'm not sure why, but every time I stream an MMORTS live or write about one, I have to answer, at least once, the concern from the audience that what I am playing is not really an MMO.

                    The reality is that the MMORTS, as a design mechanic, genre, and style, is very much an MMO. I'd like to explain why in the hopes that many of you might grow to enjoy the genre as much as I do and that some much-needed light shines on the fact that the MMORTS is actually one of the last true MMOs around.

                    I think the task is to define "MMO" and to show how MMORTS fits in. We've attempted it before, but for a quick refresher, let's go over what I consider an MMO to be. You can add your own definitions in the comments section. I have no problems admitting that my definition could probably use some tweaking.

                    Continue reading The Soapbox: My MMORTS is more MMO than your MMORPG

                    MassivelyThe Soapbox: My MMORTS is more MMO than your MMORPG originally appeared on Massively on Fri, 09 Mar 2012 13:00:00 EST. Please see our terms for use of feeds.

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