General Gaming Article

General Gaming Article


Researcher Raises Alarm Over Windows 8's SmartScreen Filter

Posted: 25 Aug 2012 07:19 AM PDT

Windows 8, for those of you who don't know, relies on something called SmartScreen Application Reputation to identify and warn users of potentially dangerous desktop apps. According to Microsoft, the operating system uses SmartScreen, which was previously restricted to Internet Explorer, to conduct "an application reputation check the first time you launch applications that come from the Internet." With SmartScreen providing an additional layer of security to Windows 8 users, they will have a lot less to worry about, right? Wrong, according to Canadian security researcher Nadim Kobeissi, who has a serious issue with the way the feature works.

"Windows SmartScreen's purpose is to 'screen' every single application you try to install from the Internet in order to inform you whether it's safe to proceed with installing it or not," Kobeissi wrote in a blog post Friday. "There are a few serious problems here. The big problem is that Windows 8 is configured to immediately tell Microsoft about every app you download and install."

Kobeissi, otherwise highly impressed with Windows 8, is especially concerned about the potential of SmartScreen data being vulnerable to "judicial subpoenas or National Security Letters intended to monitor targeted users." Having also discovered that the data was being relayed to a Redmond-based server configured to support SSL 2.0, he warned about the potential of this information being intercepted. However, he now claims that the alarm he raised was enough to force Microsoft into switching its SmartScreen servers to SSL 3.0. As per Kobeissi, the change occurred within 14 hours of his article being published.

Besides switching to SSLv3, Microsoft has done one more thing. It has issued a statement to allay such concerns:  "We can confirm that we are not building a historical database of program and user IP data," a spokesperson for the company said. "Like all online services, IP addresses are necessary to connect to our service, but we periodically delete them from our logs. As our privacy statements indicate, we take steps to protect our users' privacy on the backend. We don't use this data to identify, contact or target advertising to our users and we don't share it with third parties."

"With respect to the claims of SSL security and data interception risk posed by the SSL2.0 protocol, by default Windows 8 will not use this protocol with our service. Windows SmartScreen does not use the SSL2.0 protocol."

But the question remains: Can Microsoft keep a tab on the apps you install? Even though the answer is yes, according to Windows hacker Rafael Rivera, he feels it's expecting far too much from a company "that's scared to fart in fear of litigation. (They won't even defend their Metro design language naming for crying out loud.)"

MMO Updates

MMO Updates


The Road to Mordor: Delay, delay, delay

Posted: 25 Aug 2012 10:00 AM PDT

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The Road to Mordor Delay, delay, delay
Earlier this week, I was working on this column with the title "Preparing for Riders of Rohan." What a change a day or two makes because the body of that article quickly got changed to "Sit on your thumbs."

Yes, the LotRO community got thrown for a loop this week, as Turbine announced that Riders of Rohan has been shoved back a month and a half for additional work. So we've gone from a mere two-week countdown to nearly two months, and that takes a bit of mental adjustment. On top of all that, the studio demolished the NDA wall, which sort of seems like a risky move when you've just disappointed players with news of a delay.

I think we should talk about it, don't you? I'll say this up front: It's actually a very good thing.

Continue reading The Road to Mordor: Delay, delay, delay

MassivelyThe Road to Mordor: Delay, delay, delay originally appeared on Massively on Sat, 25 Aug 2012 12:00:00 EST. Please see our terms for use of feeds.

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    WRUP: This weekend, you can sleep edition

    Posted: 25 Aug 2012 08:00 AM PDT

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    Get your sleep on!
    Yes, it's true! This weekend you can take part in the activity that's sweeping the nation: falling into an unconscious state for several hours and then recovering! You can sleep in a bed, on a couch, or possibly even on a hammock. So see what all the buzz is about and give sleep a try! You'll be glad you did.

    Also I guess some game or another is launching early for certain players or something. You could do that, too. If you don't feel like sleeping.

    As will be revealed in this week's installment of WRUP, the Massively crew is not a big fan of sleeping. We are fans of video games, though, so we talk about what games we'll be playing for the weekend after the cut. And we talk about our favorite business models for video games. You get the idea. Let us know what you'll be up to down in the comments!

    Continue reading WRUP: This weekend, you can sleep edition

    MassivelyWRUP: This weekend, you can sleep edition originally appeared on Massively on Sat, 25 Aug 2012 10:00:00 EST. Please see our terms for use of feeds.

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    The Daily Grind: Do you log in for chance-based daily activities?

    Posted: 25 Aug 2012 06:00 AM PDT

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    The Daily Grind - Glitch
    Daily quests are a fixture in MMOs. Whether a game is subscription-based or free-to-play, it has a vested interest in cajoling you to keep coming back (and spending money). F2P games in particular have latched on to a very specific type of non-combat daily "quest." In Free Realms, for example, players can spin a wheel once per day to receive a chance at random prizes and rewards. In Glitch, you can shuffle your upgrade cards for a new batch every game day. And the RIFT mobile app provides "Lootables," virtual lottery scratch-off tickets that you can play a few times per day for a chance for, well, loot in the real game.

    These types of "dailies" can sometimes put players who play in a few long bursts at a disadvantage to those who play in many short bursts. I know I'm annoyed when I constantly feel as if I need to log in and perform routine maintenance on a game so that my "real" playtime is enhanced. And that's without mentioning that some games will happily sell the equivalent of wheel spins to those players who didn't like the results of their freebie.

    Today, Massively's wondering what you think of non-combat daily quests transparently designed to keep you thinking about the game even when you're not playing it. Do you log in to spin wheels, shuffle cards, and scratch off virtual lottery tickets? Or do you ignore those daily activities?

    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 log in for chance-based daily activities? originally appeared on Massively on Sat, 25 Aug 2012 08:00:00 EST. Please see our terms for use of feeds.

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      Betawatch: August 18 - 24, 2012

      Posted: 24 Aug 2012 06:00 PM PDT

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      Betawatch - GW2
      Betawatch says farewell to Guild Wars 2 today, as the subscriptionless MMO will launch its headstart later tonight. Stay tuned for our launch coverage next week!

      Lord of the Rings Online's Riders of Rohan expansion has been delayed, extending the beta period more than a month. We also learned that gPotato's Sevencore open beta will kick off on September 6th, Age of Wushu is launching in the States on October 18th, DUST 514's Precursor beta client is now live, and Knight Age named August 28th as the date for its open beta. And remember that Otherland beta we told you about last week? It's been delayed indefinitely.

      Finally, we got a close look at RIFT's housing-system-in-testing and the beta version of Pirate 101.

      Hit the jump for the complete Betawatch roundup!

      Continue reading Betawatch: August 18 - 24, 2012

      MassivelyBetawatch: August 18 - 24, 2012 originally appeared on Massively on Fri, 24 Aug 2012 20:00:00 EST. Please see our terms for use of feeds.

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        Storyboard: Lessons from what roleplaying resembles most

        Posted: 24 Aug 2012 05:00 PM PDT

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        If the header looks weird, it's because my new computer showed up and I had to remake it.  Will probably do a full redesign sometime soon.
        When you get right down to it, roleplaying isn't really like a movie or a novel in which you determine the story. It's not even all that much like a video game in which you write the story; those tend to be structured better. No, roleplaying is most like making your own serial comic book.

        Think about it. You have a number of charcters with superhuman abilities getting into conflicts on a regular basis. Sometimes those characters pan out into a satisfying story arc, but other times characters show up and then vanish, either because they were awful or because the author didn't know what to do with them. There's a real risk of running on into boredom, and there are a lot of times when characters get kludged into other storylines for cross-promotional purposes.

        Regular readers will probably guess that I don't think of this as a bad thing. I like comics a lot, after all. And it means that we can take some interesting lessons from the long lifespan of comics because when you realize you're making a big collaborative comic, you earn the right to use some tricks of the trade.

        Continue reading Storyboard: Lessons from what roleplaying resembles most

        MassivelyStoryboard: Lessons from what roleplaying resembles most originally appeared on Massively on Fri, 24 Aug 2012 19:00:00 EST. Please see our terms for use of feeds.

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          A song of trees and fire: A deeper look at DDO's Update 15

          Posted: 24 Aug 2012 04:30 PM PDT

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          A song of trees and fire A deeper look at DDO's Update 15
          Earlier this week, Turbine released Update 15: Song of Druid's Deep for Dungeons and Dragons Online. Seeing as this was the first post-expansion update and that it took us further into the Forgotten Realms setting, we had to get a closer look at what Update 15 added to the game.

          Lead Content Designer Ricardo Liu and Community Manager Amanda Grove invited us along to a tour of the new content. Liu said that the speed of Update 15's arrival is a sign that Turbine wants to kick up the pace of releases. The update includes a new four-quest adventure pack, the monster manual, and an additional challenge.

          With Update 15, many more options are available in the DDO store. Turbine's set the pricing as follows: Menace of the Underdark adventure packs are 2495 Turbine Points for all, account-wide epic destiny unlock is 995 TP, the Eveningstar Challenge Pack is free for VIPs and 695 TP for others, and the Druid class is free for VIPs and 1495 TP for others.

          The pricing details out of the way, we got right into the fun of all of Update 15's new adventures. It's a tale that will give the green thumbs among you a plague of nightmares.

          Continue reading A song of trees and fire: A deeper look at DDO's Update 15

          MassivelyA song of trees and fire: A deeper look at DDO's Update 15 originally appeared on Massively on Fri, 24 Aug 2012 18:30:00 EST. Please see our terms for use of feeds.

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            Dungeon Fighter Online counts over 3 million concurrent Chinese users

            Posted: 24 Aug 2012 04:00 PM PDT

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            Because who doesn't want to be assaulted by a horde of these things cheering for blood?
            Concurrency is a big deal for most MMOs. Total numbers of accounts and subscribers might tell you how many people play the game, but concurrency tells you how many people actually play the game on a regular basis. So when Dungeon Fighter Online breaks its previous concurrency record in China, that's good news for the game and the development team. After setting an earlier record with 2.6 million users, the game peaked at just over 3 million concurrent users in June.

            Neople, the developer of Dungeon Fighter Online and a subsidiary of Nexon, has been working with Tencent Games to help adapt the game for the Chinese audience, as China has a long list of rules about what is and is not acceptable in a game. If you want to see what all the fuss is about, you can play the game now on your PC or an XBox 360, depending on your preferred platform.

            MassivelyDungeon Fighter Online counts over 3 million concurrent Chinese users originally appeared on Massively on Fri, 24 Aug 2012 18:00:00 EST. Please see our terms for use of feeds.

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            The Firing Line: What DayZ means to core gamers

            Posted: 24 Aug 2012 03:00 PM PDT

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            The Firing Line What DayZ means to sandbox fans and core gamers
            The death of the core gamer has been greatly exaggerated. Yes, MMORPGs (and gaming in general) have kowtowed to the influx of new-school players flush with cash but lacking time, and the genre has reinvented itself and turned its back on virtual world enthusiasts in the process.

            There's still hope, though, and so far it's not coming from any of the usual sandbox suspects in the MMO space.

            Continue reading The Firing Line: What DayZ means to core gamers

            MassivelyThe Firing Line: What DayZ means to core gamers originally appeared on Massively on Fri, 24 Aug 2012 17:00:00 EST. Please see our terms for use of feeds.

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              Mythic: Help us convince execs to make Ultima Online 2

              Posted: 24 Aug 2012 02:00 PM PDT

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              Mythic Help us convince execs to make Ultima Online 2
              As Ultima Online turns the corner into its 15th anniversary next month, many fans have wondered why Mythic is focusing on its not-quite-an-MMO Ultima Forever instead of a proper sequel. Producer Jeff Skalski took to the podium to talk about Ultima's future and how fans might help the studio sell higher-ups on a return to the days of glory.

              Skalski says that it's important to realize that Ultima Forever and Ultima Online are being worked on by separate teams, so there's no draining of resources from one into the other. "We have a phrase here in the office that every generation deserves an Ultima game," he said. "It's been far too long."

              When the 15th anniversary hits, expect fun surprises, Skalski promised. He finished by making a plea for fans to support Ultima Forever, saying that it might lead to better things: "For those interested in seeing an UO2: No surprise announcements on that today, but what I will say by everyone continuing to support UO and Ultima Forever this is the kind of ammunition I need to convince the high level execs that the market is ready for more Ultima."

              MassivelyMythic: Help us convince execs to make Ultima Online 2 originally appeared on Massively on Fri, 24 Aug 2012 16:00:00 EST. Please see our terms for use of feeds.

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              Clone Wars Adventures adds embattled Carlac to planetary roster

              Posted: 24 Aug 2012 01:00 PM PDT

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              Clone Wars Adventures adds embattled Carlac to planetary roster
              Sony Online Entertainment released a new set of hyperspace coordinates to its Clone Wars Adventures players, but be warned: If you take them, you'll be in for quite a scuffle. Today the game has expanded to include a new planet, Carlac. This isn't a peaceful world full of timeshare opportunities but rather a dangerous warzone with mercenaries and some dude named Pre Vizsla.

              Or that could be a car. The 2012 Pre Vizsla: It'll make the Kessel run on 30 miles to the gallon.

              Carlac has an impressive array of attractions for players, including four instanced missions, eight collections, two world bosses, and hundreds of enemies. SOE says that it's about the same size as CWA's Umbara.

              [Source: SOE press release]

              MassivelyClone Wars Adventures adds embattled Carlac to planetary roster originally appeared on Massively on Fri, 24 Aug 2012 15:00:00 EST. Please see our terms for use of feeds.

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                MMObility: Trying to find real MMOs on the app market

                Posted: 24 Aug 2012 12:00 PM PDT

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                Nexus 7 games list screenshot
                If you spend as much time as I do scouring your favorite app marketplace, you know just how frustrating it can be to quickly download a new "MMORPG" only to find out it's not really an MMORPG. Luckily, the Play Store makes it relatively easy to get a refund on a newly purchased games, and uninstalling is easy enough. It can still be very frustrating to become excited for a title only to find out it's nothing like its description.

                The fact is that there are a lot of great MMOs on the mobile markets. Most are available on both Android or iOS as well. I also search on Google a lot, but the results from the search giant can sometimes be more unreliable. When it comes down to it, the only way to know whether a game is a true MMO is to download it and try it out.

                Or, of course, keep an eye on columns like mine.

                Continue reading MMObility: Trying to find real MMOs on the app market

                MassivelyMMObility: Trying to find real MMOs on the app market originally appeared on Massively on Fri, 24 Aug 2012 14:00:00 EST. Please see our terms for use of feeds.

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                  General gaming

                  General gaming


                  Mark of the Ninja Aims to Redefine 2D Stealth

                  Posted: 24 Aug 2012 06:42 PM PDT

                  ninja

                  Klei Entertainment, the talented team behind the Shank titles, is on the cusp of releasing their next downloadable game. Mark of the Ninja brings a strong sense of style similar to Shank, but instead of drawing inspiration from the gritty history of Grindhouse films, they've decided to head in a slightly different direction. Ninja is a foray into relatively uncharted waters -- a stealth-action 2D platformer. But don't let that wealth of adjectives deter you; Mark of the Ninja is shaping up to be a unique experience packed tightly with incredible ideas and mechanics. As Jeremy pointed out in his gushing preview from PAX East, the game uses the concept of, for lack of a better term, fog of war in very interesting ways. But instead of focusing on the same features he covered back in April, I've decided to take an in depth look at a few of the game's other systems and mechanics.

                  Without the luxury of a three-dimensional space akin to Metal Gear Solid, Thief, or Splinter Cell, the folks at Klei had to think a bit outside the box. They came up with a means in which sounds could be represented through visuals. While remaining out of sight behind the cover of darkness is still an important part of the game, much of the experience involves using sounds and silence to your advantage. The audible volume of your actions -- from footsteps, to broken scenery -- are represented via sound ripples that increase in circumference depending on how loud your actions are. For example, treading slowly across a hall will create tiny ripples that can only be heard that enemies in close proximity, while running across that same space will create larger ripples that can be heard through walls, floors, and even ceilings.

                  The Essential 100, No. 51: Devil May Cry

                  Posted: 24 Aug 2012 06:18 PM PDT

                  Feature

                  1UP COVER STORY

                  Header

                  1UP COVER STORY | WEEK OF AUGUST 20 | THE ESSENTIAL 100, PART TWO

                  The Essential 100, No. 51: Devil May Cry

                  Cover Story: Capcom's second step away from survival horror rescued the action genre on PS2.

                  B

                  y the time Devil May Cry came to market, survival horror had started to show signs of overstaying its welcome. After releasing a small menagerie of Resident Evil titles -- with a whopping eight RE games in a five year span -- Capcom started its tour on the PlayStation 2 with Onimusha, an action adventure game that still felt rooted to survival horror. Instead of guns and prerequisite zombies, players could use swords and magic to fight off dangerous demon spirits -- a small tradeoff, sure, but similar tank-like controls didn't help Onimusha's case to distinguish itself from RE.

                  Perhaps Onimusha's obvious parallels to survival horror games indicated the difficulty in making games early on for the PlayStation 2 -- a situation that could have caused designers to stick closely to what they knew rather than rock the boat too hard. Of course developers welcomed the increased hardware specs of the PS2, but an intricate internal architecture made getting the most out of the Emotion Engine a tricky task. As a result, year one on the new Sony console appeared a little rote compared to the creativity demonstrated later on in the console's life.

                  The Essential 100, No. 52: Final Fantasy

                  Posted: 24 Aug 2012 05:55 PM PDT

                  Feature

                  1UP COVER STORY

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                  1UP COVER STORY | WEEK OF AUGUST 20 | THE ESSENTIAL 100, PART TWO

                  The Essential 100, No. 52: Final Fantasy

                  Cover Story: Square's flagship franchise proved the potential of console RPGs.

                  W

                  ithout Nintendo, it's doubtful that console RPGs would have eventually gained so much traction in the States. This claim may seem outrageous, but keep in mind that The House That Mario Built played an instrumental role in getting American kids hooked on the same digital drug that drove their Japanese fans into a frenzy. Dragon Warrior stood as an excellent proof-of-concept for Nintendo Power readers, but to really catch their attention, Nintendo would need something a little less dated; a game that offered the same degree of freedom as computer RPGs, with a friendly console-style safety net to catch players who wandered too far from the correct path.

                  So maybe Final Fantasy was a little dated by 1990; like Dragon Quest (the Japanese version of Dragon Warrior) before it, the series had already hit its third installment in Japan by the time the first one made it over here. And even though three years made for quite a leap during the NES generation, Final Fantasy gave console gamers something they hadn't yet grown accustomed to: an entire world to explore at their whim, a world so big it required hijacking a ship (and an airship!) in order to see its many sights. And instead of a single party member, Final Fantasy offered four, with six character classes to be determined by the player. In Dragon Warrior, you at least knew that grinding against enemies would lead protagonist Erdrick down a linear path of improvement; in Final Fantasy, players could screw themselves over from the first minute with a lousy choice of characters -- just one of the many instances of terrible, terrible freedom that made Final Fantasy stand out in Japan amid a sea of Famicom Dragon Quest clones.

                  The Essential 100, No. 53: Chrono Trigger

                  Posted: 24 Aug 2012 05:36 PM PDT

                  Feature

                  1UP COVER STORY

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                  1UP COVER STORY | WEEK OF AUGUST 20 | THE ESSENTIAL 100, PART TWO

                  The Essential 100, No. 53: Chrono Trigger

                  Cover Story: Lightning in a bottle from the 16-bit era's greatest RPG developers.

                  W

                  e Americans didn't know it at the time, but Square's Chrono Trigger promised to be the best RPG ever -- and with the degree of talent involved, how couldn't it be? Years before the 2003 Square-Enix merger, this 1995 collaboration united the best of both developers: Dragon Quest creator Yuji Hori, Square mainstays Hironobu Sakaguchi, Takashi Tokita, and Yoshinori Kitase (along with up-and-comers Masato Kato and Yasunori Mitsuda), and a certain manga artist by the name of Akira Toriyama -- who put together a little cult comic you may have heard of called Dragon Ball. These certainly weren't household names for American gamers back in 1995, but Japanese RPG fans no doubt salivated like dogs at the mention of these gaming greats bashing their heads together in an attempt to create the Best Thing Ever. And the strangest part of this story? They did just that.

                  The Essential 100, No. 54: Metroid

                  Posted: 24 Aug 2012 02:41 PM PDT

                  Feature

                  1UP COVER STORY

                  Header

                  1UP COVER STORY | WEEK OF AUGUST 20 | THE ESSENTIAL 100, PART TWO

                  The Essential 100, No. 54: Metroid

                  Cover Story: With arcade immediacy and PC depth, Metroid demonstrated the unique potential of consoles.

                  A

                  great gulf between PC and console games has always existed -- ever since Ralph Baer cobbled together his Brown Box to coax interactivity from a wobbly television image. But those who treat the two formats as rivals in sharp opposition fail to see the bigger picture of the video game medium. Since the beginning, computers and PCs have occupied the deep end of the game content spectrum, ideally suited for rich, immersive, complex, involved software. At the other end we once had arcade games, designed for quick, simple hits of entertainment built around spur-of-the-moment microtransations: A niche now occupied by mobile games. Consoles straddle this divide, always at their best when bringing together the immediacy of impulse games and the more complex pleasures of PC titles.

                  Within this rubric, Metroid represented a bold early attempt to unite run-and-gun twitch action with the persistent world design and character progression of an adventure game or RPG. Metroid couldn't claim to be the first game of this kind; Nintendo's own The Legend of Zelda predated Metroid by several months, and in turn Zelda simply expanded on games like Atari's Adventure. Japanese and European PC game designers were beginning to explore similar concepts as well.

                  The Essential 100, No 55: Shenmue

                  Posted: 24 Aug 2012 11:33 AM PDT

                  Feature

                  1UP COVER STORY

                  Header

                  1UP COVER STORY | WEEK OF AUGUST 20 | THE ESSENTIAL 100, PART TWO

                  The Essential 100, No 55: Shenmue

                  Cover Story: Sega's ambitious action adventure didn't catch on as intended, but the series brought many ideas to the forefront.

                  P

                  oor localization. Bizarre characters and uneven pacing. Jokes about repetitive dialogue, black cars, and sailors. This is the unfortunate state of Shenmue's legacy: an uneven scale of humor and finger pointing at one of the most expensive console projects of a prior hardware generation. Honestly, it's time to give Shenmue, Sega, and creator Yu Suzuki a break. While the future fate of the Shenmue saga may sit in an unfortunate state of limbo, few can deny the game's impact on the world of video games, or the level of ambition behind its technically complex world. Suzuki set out to create a detailed and realistic 3D setting on consoles, one that players could slowly lose themselves in, and he pulled it off to a degree -- an impressive feat for a home console game from 1999.

                  Up until Shenmue's release on the Dreamcast, the concept of an open world 3D game hadn't reached its potential. Players saw glimpses of what 3D open worlds could do in games like Super Mario 64, Ocarina of Time and Majora's Mask -- even the Driver series fumbled with an open setting for its high speed chases -- and though the results each had their own charm, none pushed the idea forward quite as much as Shenmue.

                  MMORPG News

                  MMORPG News


                  General: PAX Prime MMORPG.com Meet 'n' Greet! RSVP Now!

                  Posted: 23 Aug 2012 07:22 PM PDT

                  PAX Prime MMORPG.com Meet

                  Going to this year's PAX Prime in Seattle? Come hang out with the MMORPG.com staff and mingle with your fellow readers at Gordon Biersch. Oh, and free finger food and (non-alcoholic) drinks will be provided! Guests will have to cover their own alcoholic drinks, sorry! We'll only be able to accommodate those who RSVP, so please RSVP now if you'd like to attend!

                  The Secret World: Issue #2 Release Date Pushed Back

                  Posted: 24 Aug 2012 10:07 AM PDT

                  Issue #2 Release Date Pushed Back

                  A new announcement has cropped up on The Secret World's site indicating that the release date for Issue #2: Digging Deeper has been pushed back from August 28th to September 11th. The team cites the recent layoffs and the resulting tumultuous week as the causative factor.

                  Neverwinter: The Foundry Shapes the Game

                  Posted: 24 Aug 2012 08:50 AM PDT

                  The Foundry Shapes the Game

                  One of the more exciting features that will ship with Cryptic's Neverwinter is the Foundry, a way for players to create and share mods to the game. We've got a first look preview straight from Gamescom. Read on!

                  Firefall: Store Launch & a New You

                  Posted: 24 Aug 2012 10:01 AM PDT

                  Store Launch & a New You

                  Firefall beta testers are invited to join Red 5 later today at the Copacabana, the game's new item shop. The event marks the shop's introduction into the game along with New You, a character customization feature, as well as a new PvP map, The Rig. The event kicks off at 7:00 p.m. Pacific.

                  Runescape: Rebuilding Al Kharid

                  Posted: 24 Aug 2012 09:18 AM PDT

                  Rebuilding Al Kharid

                  In the latest Behind the Scenes video, RuneScape devs take a look at the rebuilding process for the city of Al Kharid. Viewers get a terrific look at the process from concept to in-game finished product. See what you think!

                  Vindictus: Strategy Report - Kai the Archer

                  Posted: 23 Aug 2012 03:53 PM PDT

                  Strategy Report - Kai the Archer

                  Nexon has teamed up with MMORPG.com to bring our readers and exclusive Vindictus Strategy Report that centers around one of the game's newer characters, Kai the Archer. Jonathan Redaja, Vindictus Lead QA/GM Supervisor at Nexon America has all the best tips around. Keep reading!

                  World of Warcraft: Free Mobile Armory

                  Posted: 24 Aug 2012 08:57 AM PDT

                  Free Mobile Armory

                  Blizzard has announced that the World of Warcraft Armory application has arrived for mobile users of both Android and iOS devices. The app is free and can be downloaded today. With the mobile armory, players "can check raid schedules, look up a piece of PvP gear, or concoct a new talent spec while on the go".

                  General: August 28th = Everything

                  Posted: 23 Aug 2012 03:43 PM PDT

                  August 28th = Everything

                  If you've been checking on big releases for some of your favorite MMOs, you've already noticed that August 28th is a banner day. Guild Wars 2, World of Warcraft and The Secret World, to name a few, all have big plans for the 28th. In the latest Very Scary column, we take a look at that day and what it all means. Read on!

                  Dawn of Fantasy: Taking MMORTS Out of the Browser

                  Posted: 19 Aug 2012 05:14 PM PDT

                  Taking MMORTS Out of the Browser

                  505 Games and Reverie World Studios have an ambitious goal to change the MMORTS browser genre with Dawn of Fantasy. We check out DoF and see if it's living up to the hopes of its developers and publishers. Check it out!

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