General Gaming Article

General Gaming Article


AT&T Files Papers with FCC to Hand Over AWS Spectrum to T-Mobile

Posted: 23 Jan 2012 02:09 PM PST

att-tAT&T is finally putting all that T-Mobile unpleasantness behind it with a new filing at the FCC. AT&T and T-Mobile have filed for approval to transfer about $1 billion in AWS spectrum holdings to T-Mobile as penance for failing to ram the $39 billion acquisition through. AT&T has already paid $3 billion in cash to T-Mobile parent company Deutsche Telekom AG. 

AT&T was so confident that the deal would be approved, that it offered Deutsche Telekom very favorable terms, including the breakup fee it is now paying. The DOJ and FCC both moved to block the deal, forcing AT&T to back off the plan just before Christmas. The AWS spectrum now being handed over will allow T-Mobile to expand its HSPA+ 3G network. It already uses AWS, so there won't be any trouble putting the licenses to use. 

This still leaves AT&T without enough spectrum to compete with Verizon's larger LTE network, and T-Mobile lacks any 4G strategy at all. T-Mobile has been losing customers left and right, and its insistence on calling HSPA+ "4G" can only take it so far. 

Google's Spending on Lobbyists Shot up in 2011

Posted: 23 Jan 2012 01:47 PM PST

googWith public outcry over the huge mountains of money in government, Google's recent increase in lobbying expenditures could be troublesome. The search giant now spends more than Microsoft lobbying the federal government, $9.68 million in 2011 according to the company's recent public filings. That is nearly double the 2010 number. This came in a year when government agencies and the congress took a closer look at the Internet than ever before.

The filings do not break down the spending by issue, but Google has said that the spending covers everything from online advertising regulation, to renewable energy policy. Google saw major scrutiny of its business practices last year related to its purchase of Motorola Mobility, online ad-buys, and search growth. Some of these actions are flirting with real antitrust investigation. 

It has been speculated that a large chunk of this increase in spending is related to the now-defunct SOPA and PIPA bills. This legislation would have put great stress on Google's business as it would have been forced to filter its search results at the behest of copyright holders. Does Google's spending on lobbyist spending make you uncomfortable? 

Supreme Court Rules that GPS Tracking is a Search

Posted: 23 Jan 2012 01:22 PM PST

scThe U.S. Supreme Court ruled today that the Fourth Amendment does indeed preclude law enforcement from attaching GPS tracking devices to vehicles without a warrant. While this is the theme of the rare unanimous decision, the actual language is more nuanced. The government's position was that a GPS tracker was not a "search", but the court disagreed.

In the case at issue, the government claimed to have probable cause, but had not obtained a warrant. Due to this oversight, the Supreme Court opted to withhold a decision on whether or not a warrant is always required for this type of search. From the language of the decision, it appears that the month-long surveillance in this case should have required a warrant in the court's opinion, but shorter periods of surveillance might not. Five of the justices did affirm that physically attaching a GPS tracker to a vehicle was a search, though.

The court stopped short of saying that a probable-cause warrant was required in all circumstances, but by classifying GPS tracking as a "search" under the Fourth Amendment, it has set a powerful precedent. it is likely that police will seek warrants more often in order to avoid these questions in future cases. 

The Return of the King: Why PC Gaming is Making a Comeback

Posted: 23 Jan 2012 01:09 PM PST

With 64-player maps, exquisite textures, amazing physics, and tessellation that consoles can only dream of, PC gaming is undergoing a renaissance

Wasn't it just four years ago that the pundits and game media gathered in wake, made a few pithy quips about graphics and soundcard drivers, and poured their 40‑ouncers over the grave of PC gaming? Well guess what, baby—PC gaming ain't dead by a long shot. In fact, there's a strong argument that PC gaming is not only alive and well, it's thriving and poised to dominate consoles.

Don't believe us? Battlefield 3, one of the most anticipated launches of the year, only offers 64-player goodness to those on the PC, and tweaks the frak out of PC-only graphics that make game consoles look like peddlers of VGA output in a 1080p world. Smash a window in Batman: Arkham City on a PC with PhysX support, and you're rewarded with glass particles flying everywhere—just as if you threw a thug through a plate glass window in real life. Do that on a console, and you're rewarded with a pathetic tinkle.

Let's not even talk about The Elder Scrolls V: Skyrim, which has enhanced textures and graphics on the PC that its developer, Bethesda, says will "melt your face." And hell, we haven't even gotten to the PC-only titles of Star Wars: The Old Republic, Dota 2, and Diablo III, or the free-to-play phenomenon and MMOs.

So are we seeing a resurgence of PC gaming, or are we just fooling ourselves? To find out, read our report on whether "real" gaming has returned. Then read our reviews of The Elder Scrolls V: Skyrim and Batman: Arkham City, two of the latest games to celebrate what PCs uniquely offer; and finally, take a gander at our list of the 10 best free PC games online. If we are fooling ourselves about a PC gaming comeback, we're having a kick-ass time of it.

Is PC Gaming Back With a Vengeance?

Here's how several of our industry sources see it

If we were litigators arguing the case of PC gaming vs. console gaming in front of the Supreme Court of Gamers, we wouldn't have to make much of an argument. Better graphics. More advanced physics. Higher resolutions. Superior controllers. Superior gameplay. We rest our case.

Yet none of those arguments were worth a damn just five years ago when it seemed that every game developer was bailing on the PC in favor of consoles. The PC was lucky to get even a crappy port. And special enhancements for that $400 videocard or super-cool soundcard? Are you kidding? Indeed, even the most die-hard PC gamer will have to admit that things looked pretty bleak back then. So why should anyone believe that the complicated and infamously cantankerous PC gaming platform is truly making a comeback?

Dan Stapleton, editor-in-chief at GameSpy.com, says PC gaming is indeed on the upswing, and he thinks there's even proof in the numbers.

"If we're talking about raw numbers, how about 30 million active Steam accounts, 15 million League of Legends accounts, more than 10 million World of Warcraft players, and 4 million Minecraft sales?" Stapleton says. "Those are huge numbers, and each is representative of the things that are really driving modern PC gaming: aggressive digital distribution, free-to-play gaming, MMOs, and unfettered indie developers."

Stapleton says the performance gulf between the PC and console is so big right now that he suspects console players are envious.

"You can't look at the visual difference between Skyrim, Batman: Arkham City, or Battlefield 3 running on a console next to the PC and not be at least a little jealous," Stapleton says. "We're also getting amazing deals from Steam sales, and entire genres like real-time strategy that just don't work well on consoles. I don't want to paint all console gamers with one brush, but PC gaming is pretty compelling right now."

It's All In How You Count It

That sentiment is certainly echoed by the PC Gaming Alliance. Formed in 2008, when PC gaming's light was at its dimmest, the PCGA obviously has a bias, as it is chartered with pushing all things PC gaming, but the Alliance has some persuasive points.

"Two gaming platforms have died in the last 10 years: Xbox 1 and Game Cube," says Matt Ployhar, current president of the PCGA. "PC gaming is alive and well; unfortunately, that message just wasn't getting reported."

Ployhar also says much of the problem came from analysts looking only at retail sales of PC gaming and not digital sales. The stats also failed to count microtransactions and MMO subscriptions—two huge growth areas. Another weakness of the numbers game, Ployhar says, is that PC gaming is largely gauged by North America and ignores a huge swath of PC gaming overseas. China alone, he says, now has eight of the top 10 PC gaming companies that are raking in cash. That's not even counting the massive growth of casual gamers on Farmville, Facebook, or Bejeweled.

Another unfair tactic by analysts and press is to lump all consoles as one.

"That's like saying Ford, GM, and Chrysler ganged up on Toyota," he said. "Those games don't play on each other's platforms." But on the PC, a game that will run on an HP will run on a Dell or on your self-built box. Ployhar says his estimates put the install base of PC gamers at roughly 30 million enthusiasts, another 220 million performance and mainstream gamers, and another 350 million casual gamers.

That dwarfs the roughly 185 million console players, Ployhar says.

If anything, he says, it's console gaming that's threatened with extinction if the expected shift away from closed, proprietary platforms in favor of more open architectures and streaming games actually occurs.

Case closed? Not quite. Jesse Divnich, vice president of analyst services with Electronic Entertainment Design and Research, doesn't think it's quite so cut‑and‑dried that PC gaming is undergoing another golden age. Yes, social and casual gaming, or browser-based gaming, has seen an explosion, but traditional client-based PC gaming is only seeing modest growth.

Even statistics that show the PC is overwhelmingly the gaming platform of choice in developing nations such as China and India are likely to be fleeting, Divnich believes. In the same way that video games started on personal computers in the U.S. but moved to early consoles, Divnich expects that scenario to unfold in the developing world.

Divnich also thinks it's overly optimistic to count browser-based PC gaming in the same bucket as traditional PC gaming. Someone who plays Farmville, he says, isn't going to automatically step into Battlefield 3. And the old problem with the PC, that you must know your system requirements just to spool up a game, is still a turn-off for mainstream gamers.

The Trouble With PCs

Not that consoles are without glitches. A lag problem with the PS3 version of Skyrim is so bad that gamers were ready to magic missile Bethesda. Yet Divnich says the key difference is that console players know it's the fault of developers. On a PC, "You instantly think, 'This must be something on my end.' Then you have to go to a FAQ and forums. On a console if something doesn't work, it's not my fault."

The PC hasn't been trouble-free with launches, either. Batman: Arkham City has DX11 issues due to the driver. And driver problems were so bad during the launch of id Software's game Rage this fall that it threw John Carmack into a nerd rage, in which he declared in an interview with Kotaku.com, "The driver issues at launch have been a real cluster!@#$." He goes on to say that the company does "not see the PC as the leading platform for games. That statement will enrage some people, but it is hard to characterize it otherwise; both console versions will have larger audiences than the PC version."

Michael Pachter, a high-profile analyst with Wedbush securities, agrees with Carmack that despite the PC's better specs, it will never be the primary platform for game developers because the massive number of console players and how much they spend is just too big to ignore. Despite that, Pachter says he's mostly bullish on PC gaming right now and thinks there is indeed somewhat of a resurgence in PC gaming.

"I think the console experience was great in 2005 and 2006. And it's the same today," he says. "The PC gaming experience has continued to get better and better. Very few games come out on the console and PC that don't have better graphics on the PC. Battlefield 3 is a good example."

Pachter also thinks there is an upside for PC gaming from browser gamers, or casual gamers. "We're getting new gamers through Facebook, who may or may not be 45-year-old housewives," he says, "But if they are, they have 10-year-old kids, and little Johnny can probably play games, too."

Pachter said the latest growth in traditional PC gaming can also be explained by rock-bottom prices for very powerful hardware. "My first PC in the 1980s was $3,500, and I remember spending $2,000 in the last decade on a pretty cool gaming PC," he says. "The idea that you can build yourself a rig [today] from scratch for $800 is pretty compelling."


 

Big Fat GPUs and CPUs Still Matter

It's not just on the low end that the cash registers are ringing, either. Kelt Reeves, owner of boutique PC maker Falcon Northwest, says he's seen a spike in orders lately.

"We've had people specifically mention they're buying new systems for games like Battlefield 3, Skyrim, and Knights of the Old Republic. And these games are really pushing the hardware and delivering new levels of gorgeous visuals if you have the power. And I don't just mean DirectX 11 support, for which the flood of titles utilizing it has already arrived," Reeves says. "I mean just good old-fashioned power-hungry games. Battlefield 3 will eat every bit of GPU power you can throw at it, and if you want to run it at Ultra settings on a 30-inch monitor, you not only need a high-end SLI setup for a good frame rate, you also need 3 gigs of texture memory per card or the game will overrun your frame buffer. Skyrim is demanding on the videocards, as well, but it's the first game we've seen in a while that craves CPU power."

Nvidia is also seeing big sales from its GPUs. The company's latest earnings reports don't attribute a nearly 5 percent revenue increase to smartphones and tablets—instead the revenue mostly comes from high-end discrete GPUs.

"This happens every major game console cycle toward the second half of its product life, because PC technology advances on a regular basis instead of once every seven to 10 years," Nvidia CEO Jen-Hsun Huang said during a briefing with analysts and investors.

No matter whom you believe, the good news is that the debate isn't whether PC gaming's trajectory is headed straight down—it's a question of just how high up it will go.

Battlefield 3: PC vs. Console

EA's shooter shows off the PC's widening advantage

Battlefield 3, EA's newest team-based shooter, is one of the best example yet of how the PC has pulled ahead of consoles as a gaming platform. Here are three examples of how the game plays better on PC.

Player count: Battlefield 3's chaotic 64-player battles had to be toned down for the consoles. Only 24 players at a time can fight it out on the Xbox 360 or PS3.

Map size: To go along with smaller team sizes, console players get smaller maps, and not the massive battlegrounds that are available to PC gamers.

Frame rate and resolution: If you want crisp, fluid graphics, you'll need to play on a powerful gaming PC. Console versions of the game only play at 720p resolution and 30 frames per second.


Batman: Arkham City Review

The ultimate Batman experience

To say that Batman: Arkham City is the best licensed game of all time is like saying Oreos are the best chocolate-and-cream sandwich cookies; sure, it's praise, but it's meaningless praise given the competition. A more impressive feat is that outside of the comics and graphic novels, Batman: Arkham City is the single best representation of the Batman property ever created.

A veritable who's who of Batman history, Arkham City manages to weave in just about every major Batman character, from Alfred to Zsasz. The main storyline focuses on Batman's fight to take down Arkham City from the inside out, all while dealing with the ever-present Joker threat. The tightly constructed narrative moves seamlessly from story beat to story beat, villain to villain, as it builds to a satisfying and surprising finale. It helps that every member of the voice acting cast is pitch perfect, from the brilliant psychotic lunacy of Mark Hamill's Joker to the gravelly snarl of Kevin Conroy's Batman.

The real star of the show, however, is Arkham City, the walled-off penal colony that serves as the game's setting and expansive hubworld. Arkham City's faded art deco splendor and gritty industrial slums come together to uniquely capture the seedy, noir soul of Gotham. This carefully selected cross-section of toppled landmarks, burned‑out tenements, and rusty factories provides the perfect backdrop for Batman to do the usual Batman things.


Batman danced with the devil in the pale moonlight. And won.

And that's the true triumph of Batman: Arkham City—never before has Batman felt more like Batman. The caped crusader effortlessly grapples and glides his way around the city, flits from shadowy rooftops to darkened alleys, and makes full use of an impressive array of gadgets and utilities in his quest to clean up the rugged streets of Arkham City. Traversal is faster than ever as Batman literally flies across the city, and the open nature of Arkham City's world lets you smoothly transition from exploration, to stealth, to straightforward fisticuffs.

The free-flowing combat of Batman: Arkham Asylum makes a triumphant return in Arkham City, and with significant improvements. The core concept is still a two-button, timing-based system, focusing on strikes and counters and quickly moving from one target to the next. This go 'round, however, Batman has brought all his toys to the party. His utility belt is overflowing with handy gadgets which he can quick fire in the middle of combat without even breaking his combo.

Adding to the dynamic feel of both the fighting and the city at large is Nvidia's PhysX engine. Batman's cape clings and flutters realistically, dust and fog swirl around the legs of back alley thugs, leaves and trash float around the dilapidated streets, and shards of shattered glass and rock litter the broken pavement. The additions are subtle, but add significant atmosphere to an already detailed world.


Thanks to Nvidia's PhysX, the terrified look on this thug's face is hidden by a leaf, as guest star Catwoman kicks his skull in.

And yes, even without PhysX, Batman: Arkham City is simply a phenomenal-looking game. The power of the PC is in full effect here; crisp hi-res textures and expansive draw distance ensure immersion even when viewing the entire city while gliding on high. Unfortunately, the game's performance takes a serious nosedive when DirectX 11 functions are enabled. While the game can run smoothly for stretches in DX11 mode, the frame rate will randomly, and fairly frequently, plummet to 5fps or lower, ultimately making the game unplayable. It's a shame too, as the DirectX 11 features look particularly nice, significantly enhancing the look of cloth and skin textures, and making characters appear decidedly less flat and plasticky than in DX9 mode.

There are a handful of other niggling technical issues, as well. The game's keyboard and mouse controls, thankfully, are not among them. The layout takes a bit of getting used to—this game uses a ton of buttons, thanks to 12 gadgets and several combat combo buttons—but feels better than a gamepad in the long run. The annoyance is simply that control settings cannot be changed when the game is running. In fact, no game settings can be changed once the game is launched—they can only be changed through the launcher application, before the game boots. Also, while we encountered no catastrophic errors, the game does take fairly long to boot, and we had several crashes with GFWL, forcing us to exit the program and restart.

Minor technical shortcomings aside, the PC version of Batman: Arkham City is clearly the definitive version of the definitive Batman experience. While it's a shame that the month delay between console and PC wasn't enough time to iron out all the kinks, the PC version still controls the best, runs the best, looks the best, and will provide you with the best Batman experience money can buy.

Batman: Arkham City
CHRISTIAN BALE

Engaging story with fantastic voice acting; big world with tons of quests and puzzles; smooth-flowing combat and traversal; a Batcave's worth of fun gadgets.

GEORGE CLOONEY

Serious DX11 performance issues; can't change settings in-game; three layers of DRM is overkill; no PhysX on AMD GPUs.

score:9

$50, www.batmanarkhamcity.com, ESRB: T


The Elder Scrolls V: Skyrim Review

Oh, hello, Dragon Age. Didn't see you there. Morrowho?

Skyrim is torn by civil war: A weakened Empire struggles to retain control of the province, while rebel Nords vie for self-determination. Dragons have returned after centuries, and nobody knows why. Undead infest the crypts, cairns, and barrows, and more dangerous things haunt deep Dwarven ruins. Elsewhere, ordinary people are living their lives. Guilds struggle to reclaim past glory, shopkeepers try to scrape by, lovers quarrel, and everyone could use your help. Time to make your mark on the world.

Skyrim is a first-person RPG with a wide array of skills and abilities, loosely clumped under three main archetypes: the mage, the warrior, and the thief. Unlike earlier Elder Scrolls games, though, there are no tagged skills or premade character classes. Play the game how you like, and your character gets better at what it does most. Our first character was a flame-casting, axe-wielding Nord, but there are eight other player races and innumerable play styles, and Shouts add a new kind of mana-less magic to the game. The game's voice acting (for the most part), interface, and graphics are also leaps ahead of Oblivion's. Combat is more satisfying, if a bit repetitive after a while. Even killing dragons becomes almost routine as you increase in power.


You saw a mudcrab the other day? We saw this.

Skyrim's main quest is an incredible tale that brings you from one end of the province to the other, from the highest mountain to the lowest depths, and encompasses stealth, diplomacy, adventuring, exploration, and a lot of combat. But it's a greatest-hits collection for a prolific band. It's a good starting point, and you'll get some of the best content, but if it's the only album you listen to, you'll miss most of the material, including stuff that's better than any of the hits. With superhuman focus you could beat the main quest in maybe 25 hours, but that's not how you should play Skyrim. Even running from one objective to another, we inevitably got sidetracked for hours by something—a small town, a crypt, a ruin—we spotted in passing. We clocked 55 hours of play time before reluctantly focusing on the main quest and still felt we'd just scratched the surface. One editor has put 90 hours in and has barely touched the main quest at all.

It wouldn't be a Bethesda open-world game without a heaping tablespoon of weirdness. Animals judder into the landscape or appear hundreds of feet in the air, then fall to their deaths. Every guard you meet complains about the arrow he took in the knee. Books and plates render slightly inside the shelves they're on, then go flying across the room. A giant's club rises into the air like a helium balloon. At times, the game would crash to desktop every hour or so. Good thing there's a mod for that.


Dragons require a lot of percussive maintenance.

That's one of the best things about playing Skyrim on a PC. In addition to the graphical superiority—consoles ain't got nothing on Skyrim at 1920x1200 at Ultra settings—the modding community corrects for bugs and idiosyncrasies faster than the developers. Look past the inevitable nude mods, and you'll see high-res texture packs, patches to fix Bethesda's blocky faces, interface tweaks, and more. This isn't to say Skyrim is a really buggy game. The few bugs that aren't fixed by patches or mods aren't enough to dampen our enthusiasm for the game world or the story.

If Skyrim was only as good as Morrowind or Oblivion, it'd be unskippable. But it's much, much better. It's certainly the best game Bethesda's ever made, and one of the best we've ever played. It's not without weird bugs and quirks, but the gameplay, story, and amount of content are all staggering, and we'll be playing it for months to come.

The Elder Scrolls V: Skyrim
DWEMER

Vast, content-filled world; hundreds of hours of stuff to do; good leveling system, fun combat, compelling story.

FALMER

Occasionally buggy; not the most graphically intense game ever.

score:9ka

$60, www.elderscrolls.com, ESRB: M

Batman: Arkham City Review

Posted: 23 Jan 2012 01:05 PM PST

The ultimate Batman experience

To say that Batman: Arkham City is the best licensed game of all time is like saying Oreos are the best chocolate-and-cream sandwich cookies; sure, it's praise, but it's meaningless praise given the competition. A more impressive feat is that outside of the comics and graphic novels, Batman: Arkham City is the single best representation of the Batman property ever created.

A veritable who's who of Batman history, Arkham City manages to weave in just about every major Batman character, from Alfred to Zsasz. The main storyline focuses on Batman's fight to take down Arkham City from the inside out, all while dealing with the ever-present Joker threat. The tightly constructed narrative moves seamlessly from story beat to story beat, villain to villain, as it builds to a satisfying and surprising finale. It helps that every member of the voice acting cast is pitch perfect, from the brilliant psychotic lunacy of Mark Hamill's Joker to the gravelly snarl of Kevin Conroy's Batman.

The real star of the show, however, is Arkham City, the walled-off penal colony that serves as the game's setting and expansive hubworld. Arkham City's faded art deco splendor and gritty industrial slums come together to uniquely capture the seedy, noir soul of Gotham. This carefully selected cross-section of toppled landmarks, burned‑out tenements, and rusty factories provides the perfect backdrop for Batman to do the usual Batman things.


Batman danced with the devil in the pale moonlight. And won.

And that's the true triumph of Batman: Arkham City—never before has Batman felt more like Batman. The caped crusader effortlessly grapples and glides his way around the city, flits from shadowy rooftops to darkened alleys, and makes full use of an impressive array of gadgets and utilities in his quest to clean up the rugged streets of Arkham City. Traversal is faster than ever as Batman literally flies across the city, and the open nature of Arkham City's world lets you smoothly transition from exploration, to stealth, to straightforward fisticuffs.

The free-flowing combat of Batman: Arkham Asylum makes a triumphant return in Arkham City, and with significant improvements. The core concept is still a two-button, timing-based system, focusing on strikes and counters and quickly moving from one target to the next. This go 'round, however, Batman has brought all his toys to the party. His utility belt is overflowing with handy gadgets which he can quick fire in the middle of combat without even breaking his combo.

Adding to the dynamic feel of both the fighting and the city at large is Nvidia's PhysX engine. Batman's cape clings and flutters realistically, dust and fog swirl around the legs of back alley thugs, leaves and trash float around the dilapidated streets, and shards of shattered glass and rock litter the broken pavement. The additions are subtle, but add significant atmosphere to an already detailed world.


Thanks to Nvidia's PhysX, the terrified look on this thug's face is hidden by a leaf, as guest star Catwoman kicks his skull in.

And yes, even without PhysX, Batman: Arkham City is simply a phenomenal-looking game. The power of the PC is in full effect here; crisp hi-res textures and expansive draw distance ensure immersion even when viewing the entire city while gliding on high. Unfortunately, the game's performance takes a serious nosedive when DirectX 11 functions are enabled. While the game can run smoothly for stretches in DX11 mode, the frame rate will randomly, and fairly frequently, plummet to 5fps or lower, ultimately making the game unplayable. It's a shame too, as the DirectX 11 features look particularly nice, significantly enhancing the look of cloth and skin textures, and making characters appear decidedly less flat and plasticky than in DX9 mode.

There are a handful of other niggling technical issues, as well. The game's keyboard and mouse controls, thankfully, are not among them. The layout takes a bit of getting used to—this game uses a ton of buttons, thanks to 12 gadgets and several combat combo buttons—but feels better than a gamepad in the long run. The annoyance is simply that control settings cannot be changed when the game is running. In fact, no game settings can be changed once the game is launched—they can only be changed through the launcher application, before the game boots. Also, while we encountered no catastrophic errors, the game does take fairly long to boot, and we had several crashes with GFWL, forcing us to exit the program and restart.

Minor technical shortcomings aside, the PC version of Batman: Arkham City is clearly the definitive version of the definitive Batman experience. While it's a shame that the month delay between console and PC wasn't enough time to iron out all the kinks, the PC version still controls the best, runs the best, looks the best, and will provide you with the best Batman experience money can buy.

$50, www.batmanarkhamcity.com, ESRB: T

The Elder Scrolls V: Skyrim Review

Posted: 23 Jan 2012 01:05 PM PST

Oh, hello, Dragon Age. Didn't see you there. Morrowho?

Skyrim is torn by civil war: A weakened Empire struggles to retain control of the province, while rebel Nords vie for self-determination. Dragons have returned after centuries, and nobody knows why. Undead infest the crypts, cairns, and barrows, and more dangerous things haunt deep Dwarven ruins. Elsewhere, ordinary people are living their lives. Guilds struggle to reclaim past glory, shopkeepers try to scrape by, lovers quarrel, and everyone could use your help. Time to make your mark on the world.

Skyrim is a first-person RPG with a wide array of skills and abilities, loosely clumped under three main archetypes: the mage, the warrior, and the thief. Unlike earlier Elder Scrolls games, though, there are no tagged skills or premade character classes. Play the game how you like, and your character gets better at what it does most. Our first character was a flame-casting, axe-wielding Nord, but there are eight other player races and innumerable play styles, and Shouts add a new kind of mana-less magic to the game. The game's voice acting (for the most part), interface, and graphics are also leaps ahead of Oblivion's. Combat is more satisfying, if a bit repetitive after a while. Even killing dragons becomes almost routine as you increase in power.


You saw a mudcrab the other day? We saw this.

Skyrim's main quest is an incredible tale that brings you from one end of the province to the other, from the highest mountain to the lowest depths, and encompasses stealth, diplomacy, adventuring, exploration, and a lot of combat. But it's a greatest-hits collection for a prolific band. It's a good starting point, and you'll get some of the best content, but if it's the only album you listen to, you'll miss most of the material, including stuff that's better than any of the hits. With superhuman focus you could beat the main quest in maybe 25 hours, but that's not how you should play Skyrim. Even running from one objective to another, we inevitably got sidetracked for hours by something—a small town, a crypt, a ruin—we spotted in passing. We clocked 55 hours of play time before reluctantly focusing on the main quest and still felt we'd just scratched the surface. One editor has put 90 hours in and has barely touched the main quest at all.

It wouldn't be a Bethesda open-world game without a heaping tablespoon of weirdness. Animals judder into the landscape or appear hundreds of feet in the air, then fall to their deaths. Every guard you meet complains about the arrow he took in the knee. Books and plates render slightly inside the shelves they're on, then go flying across the room. A giant's club rises into the air like a helium balloon. At times, the game would crash to desktop every hour or so. Good thing there's a mod for that.


Dragons require a lot of percussive maintenance.

That's one of the best things about playing Skyrim on a PC. In addition to the graphical superiority—consoles ain't got nothing on Skyrim at 1920x1200 at Ultra settings—the modding community corrects for bugs and idiosyncrasies faster than the developers. Look past the inevitable nude mods, and you'll see high-res texture packs, patches to fix Bethesda's blocky faces, interface tweaks, and more. This isn't to say Skyrim is a really buggy game. The few bugs that aren't fixed by patches or mods aren't enough to dampen our enthusiasm for the game world or the story.

If Skyrim was only as good as Morrowind or Oblivion, it'd be unskippable. But it's much, much better. It's certainly the best game Bethesda's ever made, and one of the best we've ever played. It's not without weird bugs and quirks, but the gameplay, story, and amount of content are all staggering, and we'll be playing it for months to come.

$60, www.elderscrolls.com, ESRB: M

HP Mini 1104 Shows Up for Netbook Roll Call

Posted: 23 Jan 2012 11:56 AM PST

Hewlett-Packard isn't quite ready to turn its back on the netbook sector the way some OEMs have done, but apparently it's content to relegate these once uber popular PCs to education and business markets. HP's new Mini 1104 is a 10.1-inch netbook that looks like any other, only it's rocking a an Intel Atom N2600 dual-core processor (1.6GHz) inside.

For $399, the Mini 1104 features the above mentioned processor, Intel GMA 3600 graphics, 2GB of DDR3-1333MHz memory, 320GB SATA hard drive (5400 RPM), three USB 2.0 ports, VGA port, headphone/microphone combo jack, GbE port, media card reader, VGA webcam, 93 percent full-size keyboard (spill resistant), multi-touch capacitive touchpad, 802.11b/g/n Wi-Fi, 6-cell battery, and Windows 7 Home Premium 32-bit.

What separates the Mini 1104 from a standard consumer netbook is the inclusion of security management features like a Trusted Platform Module (TPM) 1.2 embedded security chip and HP ProtectTools.

Image Credit: HP

Kingmax Parades Naked Overclocking RAM Clocked at 2200MHz

Posted: 23 Jan 2012 11:14 AM PST

A quick glance at Kingmax's memory lineup quickly reveals that the company likes to kick it old school with 'naked' RAM modules. Even Kingmax's new high performance Nano Gaming RAM for gamers and overclockers abstain from using heatspreaders and bare all while running around in quad-channel configurations at DDR3-2200MHz.

Kingmax says it cherry picks only the highest quality ICs to ensure 100 percent compatibility and Intel XMP compliance for auto overclocking. What's more, Kingmax applies its proprietary TinyBGATM packaging technology to produce smaller sized chips that consume less power, have less electrical interference, cool down faster, and feature various other advantages, the company says.

The new memory line is available in DDR3 1333MHz (CL9, 10.6GB/s bandwidth), 1600 (CL9, 12.8GB/s), 2000MHz (CL9, 16GB/s), and 2200 (CL10, 17.6GB/s). No word on price or availability.

Image Credit: Kingmax

GPU-Z Learns to Monitor Voltage for Radeon HD 7970 Cards (and Other Nifty Tricks)

Posted: 23 Jan 2012 10:54 AM PST

There's a new GPU-Z build available -- version 0.5.8 -- that adds improved support for Radeon HD 7970 graphics cards, including the ability to monitor voltages, improved real-time clock monitoring, and improved default clock reading (which also applies to Fusion). In addition to better handling of Radeon HD 7970 GPUs, support for which was added in version 0.5.7, the latest GPU-Z build includes a number of other tweaks that improve the overall program.

These include:

  • Added explanation about PCI-Express power savings and 3D render test to accurately measure bus config under load
  • Added function to display ASIC quality for Fermi and Southern Islands. (Located in the GPU-Z system menu; click the icon in the top left of the window)
  • Fixed crash on older ATI cards
  • Fixed OpenCL detection for AMD Antilles, Whistler, Seymour, and Blackcomb
  • Added support for AMD FirePro V7900, HD 6930, HD 7690M, HD 6410D
  • Fixed Intel Sandy Bridge IGP to be DirectX 10.1 32nm
  • Added support for Nvidia Tesla C2075 GeForce GT 630M

GPU-Z is a free and awesome utility that serves as a tell-all for your system's graphics processor. It reveals all kinds of vitals, such as die size, transistor count, manufacturing processor, BIOS version, and much more. You can download GPU-Z here.

Victorinox SSD Mixes A Swiss Army Knife With A 1TB SSD

Posted: 23 Jan 2012 10:45 AM PST

One of the major problems with covering all of the news flowing out of CES is that inevitably, something nifty gets missed. This year, we were so busy reporting on Ultrabooks and AMD chips that we totally glossed over what may be the most awesome survival tool of all time; a Swiss Army knife with a whopping 1TB hard drive built in. Whether you need to pry open a can of beans, file your nails, or transfer over 220 million pages of text, this bad boy's got you covered.

Made by Victorinox -- i.e. the official Swiss Army knife brand -- the Victorinox SSD (creative name, huh?) has two interchangeable bodies; one has the traditional blade, scissors, nail file and screw driver, while the other ditches those to make the drive more airplane-friendly.  The SSD itself is both eSATA/USB 3.0 compatible with 220/150Mbps Read/Write speeds and a 96x48-pixel display to show off the contents of the drive. There's also 246-bit AES encryption on-board.

The Victorinox SSD will come in 64GB, 128GB, 256GB, and 1TB flavors, but it won't come cheap; Engadget reports that pricing starts at $400 and tops out around $3,000 for the 1TB version. Better start saving those nickels, folks.

Image credit: winarco.com

MMO News

MMO News


Carte

Posted: 23 Jan 2012 06:16 PM PST

Trading card enthusiasts, meet Carte – a global, online trading card game. With five factions, hundreds of cards, and daily tournaments, Carte challenges you to become a master of your own fantasy card deck!

carte-deck-choice

Publisher: GamesCampus
Playerbase: ??
Graphics: Medium
Type: CCG
EXP Rate: ??
PvP: ??
Filesize: ??

Pros: +Five separate factions. +Decks include hero cards. +Friendly to beginners.

Cons: -Limited information available.

Overview

Carte Overview

Venture into Arcadia with Carte, a free-to-play collectable card game (CCG) from GamesCampus. Join with other players as you choose one of five nations (Iron Empire, Kingdom of Darkness, Kingdom of Nature, Divine Empire, or Magician’s Association) and build a deck of cards suitable for battling for glory. Deck building involves choosing a Hero card, then 64 additional cards to balance attack, defense, and utility for any situation. Players are also able to maintain multiple decks, join guilds, participate in daily tournaments, and even raid epic bosses.

Carte Screenshots

Carte Featured Video

Click here to view the embedded video.

Full Review

Carte Review

Coming Soon…

Screenshots

Carte Screenshots

Coming Soon…

Videos

Carte Videos

Carte Teaser Trailer

Click here to view the embedded video.

Links

Carte Links

Official Game Page

System Requirements

Carte System Requirements

Coming Soon. . .

C21 Gameplay – First Look HD

Posted: 23 Jan 2012 12:28 PM PST

To Learn More About the Game, Check out our C21 Page.

C21 is a Sci-fi MMORPG published by Webzen. In C21 the player assumes control of a robot and take part in ground and aerial combat instances. C21 is similar to Cosmic Break but focuses more on PvE. To that effort, players can go on missions, enter instances, and fight bosses alone or in groups. PvP is offered through a four player arena and special PvP maps.

Lunar New Year celebrations arrive in Dragon Saga

Posted: 23 Jan 2012 11:28 AM PST

Dragon Saga is beginning its Lunar New Year festivities, which will run as late as February 14.

Events include:

- A free daily Fortune Gasha Box, for each player who logs in between January 18 and January 31. This may contain one of six hour-long fortunes: Great (1.3xEXP), Good (+5% Attack Speed), Nice (+10% Defense), Not Bad (+10% Defense), Bad (-5% Move Speed), and Too Bad (-5% Aim Rate).

- For players between levels 1 and 40, 100% bonuses to physical and magical defense, HP, MP, and experience when playing on Channel 1 between January 18 and February 14.

- New characters created between January 18 and February 14 will receive a +10 Normal Darksoul weapon and +10 Underground Graveyard armor.

- New 2012 Hat, Glasses, and Balloon cosmetic items added to the Big Wheel from January 18 until January 31.

- Special “Year of the Dragon” Items added to the Item Mall.

A special “Tournament of the Dragons” will also take place on February 4. The tournament will host 15 teams of four, and prizes will include Samsung LCD computer monitors, Razer Optical gaming mice, item mall points, and more.

Dragon Saga is published by Gravity Interactive (WarpPortal), which also publishes Ragnarok Online and Requiem.

dragon-saga-2

Dragon Saga Gameplay Screenshot

Source:

DRAGON SAGA CELEBRATES LUNAR NEW YEAR WITH AN EXCITING LINE-UP OF EVENTS

MARINA DEL REY, Calif. (January 20, 2012) – WarpPortal today announced an exciting line-up of events to celebrate Lunar New Year for its popular action MMORPG, Dragon Saga.

Players can participate in all the events by downloading the game for free at: https://www.warpportal.com/landing/dragonsaga/registration.aspx.

Event Line Up
1.      Find your Fortune (January 18th – January 31st)
Each day, all players over level 23 will be given a Fortune Gasha Box. The box contains one of six fortunes listed below:
·         Great! – EXP x 1.3 (1hr)
·         Good! – Atk speed +5% (1hr)
·         Nice! – Def + 10% (1hr)
·         Not Bad! – Def + 10% (1hr)
·         Bad! – Move speed -5% (1hr)
·         Too Bad – Aim rate -5% (1hr)

2.      Big Wheel Costumes and Dragon Costume Sale (January 18th – January 31st)

All new 2012 Hat, Glasses, and Balloons will be added to the Big Wheel.

The Item Mall will be offering "Year of the Dragon Costume Box" which contains Oriental Dragon Costume (Mas, Backpack, and Balloon) and 20x Year of the Dragon 2012 Firecrackers for just 375pts.

3.      A Call to Arms (January 18th – February 14th)
Training or hunting on Channel 1 will give heroes level 1-40 a greater bonus than ever before!
·         Physical/Magical Defense +100%, HP +100%, MP +100%, EXP +100%
·         Upon Character Creation: 1x +10 [Normal] Darksoul weapon and +10 Underground Graveyard armors Helmet/Top.

4.      Tournament of Dragons [Team Edition]
Starting on January 20, 15 teams of 4 who register on a first-come, first-served basis on the official Tournament Registration thread will be able to compete for prizes including Samsung LCD computer monitors, Mini USB monitors, Razer Optical gaming Mouse, and free item mall points. The tournament will take place on February 4th, from 12:00 PM PST until 7:00 PM PST. Official tournament rules can be found at: http://forums.warpportal.com/index.php?/topic/66033-tournament-of-dragons-team-edition/. Build your Dragon Saga character for this "Tournament of Dragons" and register ASAP!

Spirit Tales announces closed beta registration

Posted: 23 Jan 2012 10:50 AM PST

KoramGame has announced the start of closed beta registration for its upcoming MMORPG, Spirit Tales (st.koramgame.com).

Spirit Tales is an anime fantasy MMO, where the world is divided into light and dark hemispheres. The game features three tribes (Gold Kirin, Maned Dragon, Lunar Fox) and six classes (Sorceror, Fighter, Archer, Shaman, Warrior, and Assassin). It also promises an in-depth skill tree, crafting, 5v5 PvP arenas, a pet-capture system, and a sweetheart system. The game will be available for both North America and Europe.

Koramgame also publishes Indomitus and Three Kingdoms Online.

spirit-tales-moonlight

Spirit Tales Gameplay Screenshot

Source:

Spirit Tales Early Registration Begins

Epically Cute, Massively Fun!

Sunnyvale, CA – (Jan 23rd, 2012) - KoramGame Ltd., a leading developer and publisher of free-to-play online games, announced today that Spirit Tales, a light- hearted anime fantasy MMORPG  developed by X-Legend, has begun registration for Closed Beta (CB). Closed Beta is slated to begin in late Q1, 2012, and players can now register at the game’s official website: st.koramgame.com

“Our goal is to offer vibrant gameplay for all ages by creating and cultivating a gaming community with features specifically designed to enhance the player experience,” says Yann Wang, GM. “We hope that the community will enjoy the game and the features we’ve added to provide the players with endless hours of fun.”

Spirit Tales takes place in an earth-like fantasy world and is divided into two hemispheres, the dark and the light. ­Players will embark upon a journeyinto a magical realm mixed with light-hearted animation, alluring characters, and unique experiential blends of action, adventure, and RPG gameplay. With 6 classes and a fully customizable creation system, players can expect a high-degree of in-game freedom. With gamers in mind, Spirit Tales is designed to offer players a unique and extensive pet-capture system, over 40 million customization combinations, PvP (Player vs Player) battles, and in-depth character progression.

REGISTER NOW for Spirit Tales Closed Beta by visiting: Spirit Tales Closed Beta Registration
For updates and contest giveaways visit Spirit Tales on Facebook: Spirit Tales Facebook Page

Spirit Tales will be available in North America and Europe.

RuneScape declares new legal victory over botting

Posted: 23 Jan 2012 10:14 AM PST

Jagex Games Studio, publisher of RuneScape, War of Legends, and 8Realms, has announced a legal victory today in a case against bot-software developers Mark and Eric Snellman.

The case, which began two years ago, has been settled with a judgment against the Snellmans (“Impulse Software”). The brothers will be required to pay Jagex damages; relinquish websites, domains, source code, and customer details to Jagex; and halt all botting software development for any Jagex game.

In October 2011, Jagex released a special update, nicknamed the “Bot Nuke” or “Cluster Flutter,” that offered new tools to combat botting, which the company claims has had a 98% bot-elimination success rate.

runescape-mages.jpg

RuneScape Gameplay Screenshot

Source:

Jagex Games Studio wins court case against RuneScape bot developers gaining substantial damages
Jagex winning the war on bots after the success of 'Bot Nuke Day' and a two-year legal battle with iBot developers
Cambridge, UK –23rd January, 2012 - Jagex Games Studio, a leading independent developer and publisher of online games, today announced its victory in a two-year legal battle with the developers of RuneScape specific macroing/botting software; which had harmed RuneScape.com for a number of years until the Bot Nuke in October 2011.

The judgment against brothers Mark and Eric Snellman, who are trading under Impulse Software, resulted in them being ordered to pay Jagex damages. In addition, an injunction was placed upon them to prevent them from ever developing botting software for any Jagex product, helping other people develop or use botting software or discussing Jagex, the lawsuit or RuneScape.

Jagex have been engaged in a number of legal battles over the past couple of years to tackle the botting and gold farming within RuneScape and the adverse impact it has on the game and valued community. The result announced today is a significant win for a games company and could set a precedent for future legal cases regarding this kind of abuse.

Mark Gerhard, CEO & CTO of Jagex, stated: "We began the legal action against the Snellmans over two years ago as a part of our ongoing commitment to ridding RuneScape of bots and gold farmers. Faced with this significant challenge we have continued to demonstrate that we will never shy away from difficult battles, we don't  compromise on taking the right course of action and, regardless of the time, money or effort involved we always do what  it takes in order to protect our community". He went on to say: "We have spared no expense fighting this case, as demonstrated by the seven figure bill this action has cost, but the point of this and other cases of its kind, is that we will continue bring to justice those who set out to harm the game or our beloved community. We are delighted to say that we have convincingly neutered them after a very long battle."

This announcement follows the news that the recent in-game action to combat botting has been a huge success. Jagex developed a suite of code obfuscation tools, code named the 'Cluster Flutter' and coupled with various other countermeasures both technical and in-game, have, since their release in October 2011, rendered 98% of all in-game bots obsolete. Neither iBOT nor any other bots developers have been able to publish working updates to overcome the "Bot Nuke" despite their continued efforts to do so.

Mark Gerhard added: "Technically speaking this is a veritable arms race, there is no permanent triumph in cyber security. The only serious long term strategy is to ensure you continuously innovate well ahead of the challenges faced today; that way you should hopefully always be a few steps ahead in the future. I'm happy to say 1337 Ninja's are already well underway with "Optimus" Jagex's next generation obfuscation and encryption framework which will be released shortly."

Speaking about the Bot Nuke , Daniel Clough, VP of RuneScape said: "Jagex have been working on  anti-botting and gold farming measure  for a very long time and have continually been ensuring that the games integrity and community are protected. This action has been central to both our longevity and success over the years and I'm sure it will put us in very good stead for the years to come. We launched 'Bot Nuke Day' in October and instantly wiped out 98% of all the bots in the game. We are delighted with the results of our efforts so far and are pleased to hear the positive comments from our players. The economy has settled down over the past few months, the game has truly been flourishing since then and as a result the team and I are all looking forward to a great 2012 for RuneScape."

As a condition of this case the Snellmans have been ordered to give up all websites, domains, source code and customer details to Jagex along with all the details of all those individuals who have developed scripts for iBOT and sold or re-sold those scripts.

Gerhard concluded with: "The result of this case against the Snellmans should serve as a serious deterrent for anyone who continues to be involved in developing botting software or scripts or even maintaining or supporting those involved."

Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


OP-ED: Why There May Be No Hope Left for Resident Evil Operation Raccoon City

Posted: 23 Jan 2012 05:39 AM PST

Capcom
made their official announcement yesterday
that Resident Evil 6, the next sequel in their flagship survival horror series, is in development and will release on November 20, 2012. But while the promise of a new chapter in the RE saga is exciting (and the debut trailer amazing), there may be an unintended casualty from this news: Capcom’s upcoming console game Resident Evil: Operation Raccoon City — made by Canadian developer Slant Six Games — could be a victim of the Osborne Effect.

The Osborne
Effect
is a term that refers to the unintended consequences of pre-announcing a future product when there’s already something similar for sale. Naturally, consumers prefer the new/better thing and not an inferior product. In fact, the Osborne Effect is the sole reason technology companies like Apple wait a year before announcing a revision for an existing device. Think about it; if someone told you to choose between a new iPhone now or an even better one that’ll be released in the future, you’ll gladly wait for the better product even if that means waiting a little longer.

Technically ORC isn’t for sale just yet, and while there aren’t many specifics on RE6, the theory still applies — specifically because the announcement came with a release date. On March 20, 2012, ORC will be available at retail; a full eight months ahead of the next numbered Resident Evil sequel. But this sizable head start means nothing when a more promising RE title is waiting in the wings.

I’d argue that Resident Evil 6 already looks more promising than ORC because it unities protagonist Leon S. Kennedy and Chris Redfield into a single adventure against formidable biological terrors. And why shouldn’t it be? Capcom’s own press release positions RE6 as “a giant stride forward in the evolution of the series,” according to Capcom Head of RD and Global Marketing Katsuhiko Ichii. “The development team, led by Hiroyuki Kobayashi, is working tirelessly to deliver the most impressive Resident Evil title ever both in terms of scope and production values.” If this statement is true, why should anyone be excited for ORC?

With all things in life timing is an important first step, but in this case Capcom may have jumped the gun a little too soon. What do you think 1UP? Are you still interested in Resident Evil: Operation Raccoon City? Tell us in the comments section!


Posted by: admin in Gaming News
Find related article at: http://www.1up.com/news/op-ed-no-hope-left-resident-evil-ocr

Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us.

Star Trek Online (F2P) review

Posted: 23 Jan 2012 05:39 AM PST

When it was released in 2009 Star Trek Online was met with a collective 'meh' from the majority of the MMO playing community. While its Nimoy-voiced intro, turbo lift doors, communicators and beamings up certainly make for a fair distraction from the realities of not actually being a starship captain in the 24th century, it certainly didn't have the muster to provide true fans with the experience they deserved.

If there's one thing die-hard Star Trek fans are rarely accused of, it's being stupid. Sadly, Star Trek Online was, and still is, a bit stupid. It's tale of woe doesn't quite unfold quite like that of fellow Free To Play convert APB, since Star Trek Online never went away – it's been pootling around its own corner of the internet non-stop since release. This, then, is less a re-boot than a fresh start.

Though the original release was a shambles of confusing stats, broken ground missions, non-existent crafting and offered a complete lack of end-game content, to be fair Cryptic have released a consistent amount of new additions and improvements over the years.

startrekonline-05.jpg

Five 'seasons' of content have arrived in all, adding a multitude of much-needed fixes. Better PvP, high-level raids, playable ground combat (which, it should be said, is still a gaudy aside to the 'functional' space combat at Star Trek Online's core), not to mention the ability for players to create and share their own missions among a multitude of other things.

There's little doubt Star Trek Online is a better game today than it was in 2009. Season 5, the content update designed to prepare Star Trek Online for its F2P re-launch goes even further to patch, fix and manhandle the game into a half-way appealing F2P experience.

The skills have been revamped to be more accessible and understandable (but in MMO tradition they're still largely incomprehensible at first glace), the card-game-esque Duty Officer system offers excellent risk and reward incentive, epic gear sets have been introduced – in short, there's plenty here to tempt a lapsed player.

Sadly this check-list of improvements doesn't tell the whole story. The developers have broken promises, failed to deliver in key areas and have shirked their responsibility to maintain regular community communication (the number one unspoken rule of any MMO).

We're also sad to report that the reception of F2P players by long-standing players (read: 'bitter vets') leaves a lot to be desired, perhaps a product of a highly frustrated core community. This is galaxies apart from the transition for Lord Of The Rings Online, for example.

Star Trek Online is still a far cry from the kind of experience Gene Roddenberry would knowingly embrace were he with us today. Socio-political overtones aside, at its heart Star Trek is about exploration, discovery and diving headlong into the great unknown.

To do the license real justice Star Trek Online should be a living, breathing economy-led sandbox game where the players themselves have the scope to become captains of legend and, by extension, an intrinsic part of game lore. Factions and alliances should rise and fall and great battles should be fought to the dying breath.

Instead we have what essentially amounts to MMO-lite – quick access to meaningless PVP and PVE events, unwanted ground combat (beyond the odd phaser fight, Star Trek has never been about ground combat) and underwhelming and unfulfilling space-battles. Sure, you can tweak your starship to within an inch of a warp core breach, but its appeal to the Star Trek faithful is shallow at best.

Verdict: 5
As unashamed Star Trek fans for as long as we can remember we're sorely disappointed. As your everyday MMO gamer we're equally dissatisfied. If you're looking for a game with Gene Roddenberry's blood coursing through its veins, you're better off taking a degree in Eve Online. It's the only space-based MMO to capture the real nuances of the Star Trek universe.


Posted by: admin in Gaming News
Find related article at: http://www.totalpcgaming.com/mmo/star-trek-online-f2p-review/

Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us.

Weapons of Mythology Online

Posted: 23 Jan 2012 01:27 AM PST


This year’s Tokyo Game Show, compared to last year’s, seems to dull in comparison in terms of online games releases. It is not helped by Gamania deciding to have its own game show (link) and various MMO companies not taking part this time round. Weapons of Mythology, first posted a few days back (link), is one of the rare MMO titles. Developed by Taiwanese studio XPEC, of Bounty Hounds Online (link) fame, the game trailer for Tokyo Game Show is now revealed.

I know, one of the human pet form looks just like a carbon copy of a cute race from a Korean title. Other than the pet system, you can see these floating magical objects. This is yet another “pet”, but doesn’t work the same way. These are apparently the objects named in the game’s title, with a total of 3 different elements and each having 5 different growth stage. It will be on of the factors in PvP as each elements will counter each other.You can see some of the designs below.


Talking about PvP, there will be the standard 3 options: Guild, Battle Arena and Faction. For guilds, PvP will take place in the form of territorial control, with different territories having different rare resources. The arena is touted as a DOTA-styled map, although there is no screenshots of it yet. Finally, the faction wars will take shape in the guise of a mass PvP batttlefield. There is currently no date set yet for beta, so stay tuned.


Posted by: admin in Gaming News
Find related article at: http://www.mmoculture.com/2011/09/weapons-of-mythology-online-debut.html

Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us.

Wuji Online (KR)

Posted: 22 Jan 2012 11:39 PM PST


Following the recent rush of scheduled martial arts and kungfu MMORPGs due to land in 2012, yet another one is on the horizon. The main difference is, while games such as Age of Wulin (link), Butterfly Sword Online (link) and Swordsman Online (link) are all developed in China, Wuji Online is developed in Korea by a development studio under the revived EyaSoft (of Luna Online fame). Much of the basic combat and a feel of the game can be seen in the trailer below.

Wuji Online boasts a class-less system and a freedom of learning different skills, which a couple of games are currently doing. By upgrading your skills, the effects and actions will change as well. Going the traditional Korean MMORPG way, each equipment can be bored up to 9 times to be embedded with upgrade gems.


Massive instanced dungeons and 15 Vs 15 RvR (not PvP) are some of the other features currently being touted. Aiming for release in the China market as well, Closed Beta is scheduled for the end of this year.


Posted by: admin in Gaming News
Find related article at: http://www.mmoculture.com/2012/01/wuji-online-kr-joining-martial-arts.html

Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us.

Final Fantasy XIII-2′s Chocolina and the Mystery of the Omniscient Merchant

Posted: 22 Jan 2012 05:39 PM PST

For me, Mass Effect 3 happens to be a sort of déjà vu moment from nearly a decade ago. Specifically, this is the second time that BioWare has taken a consistent player character across three games. Back in 1998, I rolled a little half-elf ranger for Baldur’s Gate; by that game’s conclusion, I took special care to transfer the character save over to a 3.5-inch floppy. Holding onto said floppy proved handy for Baldur’s Gate II’s release in 2000, where I turned that scrappy half-elf into a ranger worthy of Strider/Aragon — able to lead a band of warriors, wizards, and animals into a victorious battle against a wizard who could bend time itself. And I rounded out this ranger’s tale with Baldur’s Gate II: Throne of Bhaal in 2001 — where he became a sort of god-king that could call in elementals and beasts when he’s not slinking in the shadows like some sort of forest ninja. So the idea of taking a character that I have slavishly developed over three games to a grand conclusion again is what excites me about Mass Effect 3 the most.

But what sort of Shepard am I playing for the conclusion to this crazy grand sci-fi saga? That ranger eventually retired to a quiet life in his cabin surrounded by wolves, rabbits, and other fauna. That was the last time I followed the “good” path in an RPG. Since then, I’ve generally played evil — I was the Devil in Fallout 3; and I grew horns and featured sickly skin in Fable 2. I reserved Jennifer Hale’s excellent acting for a proper heroic Paragon female Shepard, and in line with my “I play asshole fellows” mentality, I created a male Shepard. The result: while Jeremy played Yukiko Shepard with a healthy amount of meticulous thinking, Hobo Shepard (I also don’t take character names seriously) played fast and loose. For nearly every red dialog choice or Renegade interrupt, I promptly chose that option — with exceptions being in rare times where I personally didn’t want the result (more on that in a bit). Since Jeremy and I both played as Infiltrators, our general styles showed two sides of the sniper Shepard space coin.


Posted by: admin in Gaming News
Find related article at: http://www.1up.com/previews?cId=3186596

Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us.

Review: You Can Play Gears of War 3 for 100+ Hours (If You Liked the Last Two)

Posted: 22 Jan 2012 01:29 PM PST

It’s funny what a mix of good and bad timing can do for a game. Take Radiant Silvergun, for instance: originally an arcade game and then a relatively limited Japanese Saturn release in 1998, the game became a favorite among the ultra-hardcore, import-happy crowd… assuming they could get the game. Due to its short life on the shelf and the general fervor over its developer Treasure, Silvergun quickly gained triple-digit price tags. Some would suggest that not playing Radiant Silvergun doesn’t make you a real gamer. Well, it’s not that good, but now it’s back and better and easier to get than ever.

Radiant Silvergun is definitely a shooter from 1998. It requires a different kind of skill than today’s arcade shoot-em-ups, where the number one strategy is knowing when to tip-toe between curtains of bullets. Here, enemies are typically small and everywhere, bosses and midbosses are frequent, and they all have tricky patterns that can throw you off if you don’t learn them or don’t kill the boss before they get really tricky. On top of that, the game has an orthodox emphasis on weaponry. You have three basic attack types — vulcan, homing, or spread — that can be combined to make different combinations, like a vulcan cannon that fires from both ends of the ship, or a homing laser that goes for any enemy in your radius. Oh, and a “radiant sword” that you can swing around or use it to absorb certain pink bullets and charge up a super slash. In this version, you can map the combinations to any button you want, but the tower of button icons on the side of the screen when playing can still look a little intimidating. Nevertheless, it’s a feast of firepower.


Posted by: admin in Gaming News
Find related article at: http://www.1up.com/reviews?cId=3185646

Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us.

Total Pageviews

statcounter

View My Stats