Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


Next Xbox Rumored to Lack a Disc Drive, But is That So Shocking?

Posted: 11 Mar 2012 05:51 AM PDT

Xbox 360

Rumors regarding the Xbox 360′s successor are only going to become more frequent as we approach its announcement, whether that be coming at this year’s E3, next year’s, or some other point in time. The latest report suggests Microsoft’s third home game console will ship without what has been a critical component in the past: a disc drive.

According to MCV, partners of Microsoft’s have been told the new system will make use of “some sort of interchangeable solid-state card storage” in lieu of the disc-based media that console owners have become accustomed to for many years now. This flies in the face of previous speculation and reports that Microsoft would abandon DVD in favor of Blu-ray and its superior storage capacity.

This news has been mistaken by many as meaning the so-called Xbox 720 will be a digital-only system, ignoring the fact that — assuming this report to be true — games would presumably be sold both digitally and on SD cards or some proprietary equivalent. It’s a setup employed by the PlayStation Vita, which offers games both on flash memory cards at retail and through the PlayStation Store (with some games only being available through the latter).

While many agree digital-only systems are the future, it’s hard to imagine such a future occurring in 2013, which is when MCV says the new Xbox will arrive. A system without a disc drive would certainly be a step in that digital-only direction without completely abandoning those who still have to rely on physical media. While many gamers do live in areas where it can be hard to find a spot that is not within range of a Wi-Fi connection, nationwide (not to mention worldwide) broadband penetration is not what some believe it to be. A digital-only system would also present a problem for broadband users who are saddled with a bandwidth cap, something that is becoming increasingly common.

There are both pros and cons to a console abandoning discs, making it difficult to definitively state whether such a system would be good or bad.

On the pro side, the removal of the disc drive is one less thing that can break. The Red Ring of Death was far and away the Xbox 360 issue that has gotten the most attention, but disc read errors and other issues related to the system’s optical drive have also been commonplace. Flash cards, meanwhile, can’t be scratched as a DVD can, lessening the likelihood of ruining one of your games in that way. (An SD card is, however, much easier for a dog to swallow… so swings and roundabouts.)

But that same issue presents other problems. Without a disc drive your Xbox can no longer double as a DVD player, and you also would be unable to play any Xbox 1 or Xbox 360 games. It’s not impossible that something akin to the UMD conversion program Vita owners have available to them in Japan would be instituted to allow Xbox 360 game owners to bring their games over to the new system. What’s more likely, though, is that things work as they do for Vita owners outside of Japan — which is to say, digital games can be transferred over to the new system but physical games can only be played on the platform they were originally designed for.

Xbox 360 disc

Load times for games located on solid-state media would surely be better than what we’re used to seeing from disc-based games, and the system would also be much quieter without a disc constantly spinning. However, discs are much cheaper to produce than memory cards, and with production costs on games likely to go up as the graphical fidelity of next-gen games increases, publishers aren’t going to be nice and take that hit themselves. If cards prove to be that much more expensive, we could see the standard price of games — at least those at retail — shoot up even higher than the $59.99 we’ve endured through this generation.

There are other benefits to using flash cards as well, although many of them are only beneficial from the perspective of publishers. It’s possible the cards could be used to combat the sale of used games. A Kotaku report earlier this year stated the next Xbox would employ Blu-ray and some form of protection that would ensure a game could only be used on a single console. Many gamers found this highly objectionable for obvious reasons, but it’s easy to see why those in the industry would love it: Why face the criticism of employing an online pass (meant to dissuade the purchase of used games) when even more far-reaching restrictions could be implemented at the system level?

It bears mentioning that not everyone in the industry would necessarily be in favor of such a scheme, as there are those who believe used game sales (like piracy) can turn a used-game player into a future new-game buyer and/or DLC buyer.

That rumors of a Blu-ray drive being used would not pan out is not a shocking development. Microsoft is clearly in favor of a digital future, and not supporting Sony is simply an added bonus.

Some have suggested two different models of the system could be made available: one with an optical drive and one without. That would alleviate the concerns of those who do not want to be without a disc drive, but it would also result in a great deal of confusion. While the multiple SKU setup did work for Microsoft with the Xbox 360, it also caused a number of problems, and those would be even worse in the case of a system that may or may not have a disc drive. Would retailers have to stock games on flash cards and discs? What happens when an uninformed mom or dad walks into a store and purchases a disc-based game for their child who has the system that doesn’t take discs?

As you’d expect, Microsoft didn’t offer much of a comment regarding the report, simply telling MCV, “Xbox 360 has found new ways to extend its lifecycle like introducing the world to controller-free experiences with Kinect and re-inventing the console with a new dashboard and new entertainment content partnerships. We are always thinking about what is next for our platform and how to continue to defy the lifecycle convention. Beyond that we do not comment on rumors or speculation.”

By even lasting this long Microsoft has already defied the typical lifecycle of a home console, so launching a new console later next year remains a distinct possibility. Whether it will indeed abandon discs is hard to say; some may see it as an undesirable scenario, but that hasn’t stopped things like online passes from becoming an oft-used scheme. A system where used games no longer exist and downloads are pushed stronger than ever may not appeal to everyone, but with the way things are going it would hardly be a major surprise.

[Image courtesy of Edge.]


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[GDC 2012] CryEngine 3 battles with Unreal Engine 3

Posted: 11 Mar 2012 05:51 AM PDT


Which game engine do you prefer? Well, I guess most of us will agree games churned out by either looks gorgeous, and as long as the overall gameplay is good, we can put the slight different in visuals aside. But apparently not the various game developers, who are at GDC 2012 having a headache choosing which engine to go for. Both game engines have had accomplishments in console, PC and online gaming, I guess in the end it is down right to the technical side of things and of course, the costs.

Unreal Engine 4 is currently being shown to a selected group of publishers, with a spokesperson saying that next generation game consoles will still be using Unreal Engine 3, while the “bigger scale” games will probably be using the sequel. A recent Unreal 3 Engine online game will be Blacklight: Retribution (link). I am not sure why, but I personally enjoy CryEngine 3 better with my recent experiences in ArcheAge (link) and Warface (link).


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Battlefield Heroes MMO Review

Posted: 11 Mar 2012 01:27 AM PST

Battlefield Heroes is a 3D third-person shooter with stylish cartoon graphics.  Players join either the National Army (the Germans), or the Royal Army (the Brits) in this casual World War 2 era shooter.  Each faction has the same three class choices – Commando, Soldier, and Gunner.

 

 

 

Publisher: Electronic Arts – EA Digital Illusions CE
Playerbase: Medium
Graphics: Medium Quality
Type: MMO
EXP Rate: Medium
PvP: N/A
Filesize: ~380 MB

Website: http://www.battlefieldheroes.com/en/

Pros: +Stylish graphics. +Casual, humorous atmosphere. +Simple controls, optional tutorial. +Vehicles including tanks & airplanes. +Achievement system.

Cons: -Only three class choices. -Must launch from website. -No lobby. -Can't switch roles or sides during battle as you could in previous Battlefield titles.

 

Battlefield Heroes is the latest in the popular Battlefield series, and the first to be offered free-to-play.  Unlike previous titles, Heroes has a third-person view, cartoony graphics, and is aimed at a broad, casual audience with streamlined controls and low system requirements.  There are two factions to chose from – the National Army and the Royal Army, both of which have access to the same three classes.  Players earn valor and hero points as they play the game, with which they can purchase new weapons and items.  Each class has multiple guns available for purchase, and more are likely to be added in future updates.  As of the open beta there is no lobby system.  Instead, Battlefield Heroes relies on match-making, though players can hop into the same room with others added as friends.  Vehicles, which have always been a big part of the Battlefield experience, make a return in Heroes.  There are currently three vehicle types, including jeeps, tanks, and airplanes, all of which can be easily used by players.  The three classes are:

Commando - Sneaky fighters who rely on cunning and subterfuge to achieve their objectives.  Their starting gear includes a long-ranged rifle, TNT, a knife, the stealth ability, and a self heal ability.

Soldier – The standard soldier on the Battlefield!  Soldiers have diverse abilities that make them useful in all situations.  Their starting gear includes an assault rifle, shotgun, TNT, a self heal ability, and a group heal ability.

Gunner - The heavy class of Battlefield Heroes.  Gunners have the most health of all fighters.  Their starting gear includes a machine gun, shotgun, TNT, a self heal ability, and an absorb damage ability.

 

 

 

Battlefield Heroes System Requirements

Minimum Requirements:
OS: Windows XP / Vista
CPU: Intel Pentium 4/AMD Athlon 1.0 GHz
RAM: 512 MB
HDD: 1.0 GB
Graphics Card: 64MB DirectX compliant

Recommended Specifications:
OS: Windows XP / Vista
CPU: Pentium 4 3.0 GHz or better
RAM: 1 GB or more
HDD: 2.0 GB
Graphics Card: 128MB DirectX compliant

http://www.battlefieldheroes.com/en/

MechWarrior Online Adds Depth to the Series

Posted: 10 Mar 2012 04:48 PM PST

The Game Developers Conference is far from over — actually, the show floor just opened today — but if bumping into people over the past couple days has been anything to go by, a PSN game called Dyad seems to be getting the best word of mouth at the show. Well, let me try that again — the Halo announcements, SimCity, Quantic Dream’s bundle of joy, and the Independent Games Festival probably win this award I just made up. But for the underdog word of mouth, I’m going with Dyad.

A couple days ago, I was able to play it for about an hour. Developer Shawn McGrath invited some media to try the game in his hotel room, each alone, with the lights off — “the cool kids’ way of playing it,” he said — which seemed odd, but made sense when I realized the game is a weird mash-up of Rez, a light show, a kaleidoscope, and a racing game. “Weird” is his word, by the way.


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Find related article at: http://www.1up.com/previews?cId=3186853

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MechWarrior Online Adds Depth to the Series

Posted: 10 Mar 2012 04:48 PM PST

The Game Developers Conference is far from over — actually, the show floor just opened today — but if bumping into people over the past couple days has been anything to go by, a PSN game called Dyad seems to be getting the best word of mouth at the show. Well, let me try that again — the Halo announcements, SimCity, Quantic Dream’s bundle of joy, and the Independent Games Festival probably win this award I just made up. But for the underdog word of mouth, I’m going with Dyad.

A couple days ago, I was able to play it for about an hour. Developer Shawn McGrath invited some media to try the game in his hotel room, each alone, with the lights off — “the cool kids’ way of playing it,” he said — which seemed odd, but made sense when I realized the game is a weird mash-up of Rez, a light show, a kaleidoscope, and a racing game. “Weird” is his word, by the way.


Posted by: admin in Gaming News
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Battle of the Immortals MMORPG Review

Posted: 10 Mar 2012 01:29 PM PST

Battle of the Immortals is an action oriented 3D fantasy MMORPG. The game mixes Norse and Chinese mythology to create a unique game world and lore. Play as one of 5 classes, each with their own special armor sets that grow along with the character.

 

Publisher: Perfect World Entertainment
Playerbase: High
Graphics: Medium Quality
Type: MMORPG
EXP Rate: High
PvP: Duels /  Clan Battles
Filesize: 1.0 GB

Website: http://boi.perfectworld.com/

Pros: +Interesting pet system, catch any monster. +Auto-Navigate system makes questing simple. +Soul Gear & weapons that gain levels. +Good music.

Cons: -Poor character customization. -Interface could be better. -Botting system & auto-walk too much automation.

 

Battle of the Immortals is an action MMORPG that blends Norse mythology with a Qin Dynasty era Chinese game world. The game has many staple features such as pets, mounts, PvP combat, and an auto-navigate system but also has plenty of new innovations. Among these is the Soul Gear system in which equipment gains experience and grows with use. Additionally, the Zodiac System grants characters special powers at certain times depending on their character's selected birthday.

Classes:

Berzerker – Ruthless fighters that excel at physical combat and demoralizing opponents. Berzerkers can dish out consistently high damage and have high physical defense. They are vulnerable to magic attacks.

Champion - Disciplined warriors who excel at defense. Champions use shields and have high physical and magical defense. They can draw enemy attacks away from their allies as well.

Slayer – Silent stalkers with high dexterity. Slayers execute quick strikes and deliver critical blows. They make up for their lack of defense with evasive abilities and skills that disable their opponents.

Magus – The masters of elemental magic. Magus can deal heavy damage to a single or multiple targets in an area. They have low physical defense and rely on allies for protection.

Heretic - The priest class of BOI. Heretics control the flows of life and death with their spells. They can protect and heal their allies, or corrupt enemies with shadow skills. A must-have in any serious group.

 

 

 

Battle of the Immortals System Requirements

Minimum Requirements:
OS: Windows XP / Vista / 7
CPU: Pentium 4 1.8 GHz
RAM: 512 MB
HDD: 2 GB Free
Graphics Card: NVidia GeForce FX 5700

Recommended Specifications:
OS: Windows XP / Vista / 7
CPU: Pentium 4 2 GHz or better
RAM: 1024 MB (1GB) or more
HDD: 4 GB Free
Graphics Card: GeForce 6600 GT or better

Funcom goes all commando on MMO Culture

Posted: 10 Mar 2012 10:48 AM PST


I just got back home, and was about to check the comments when I noticed someone telling me the videos for The Secret World I uploaded from a Korean website is infringing some rights as there is a media embargo on them. Fair enough, I could always use an email from Funcom and I will delete them. But instead, Funcom, like Blizzard previously, chose to ask YouTube to delete the videos and send me my 2nd warning, in which a 3rd will cause my account to be permanently suspended.

What the hell is wrong with the gaming industry nowadays? Whenever we talk about community, isn’t it fair to just give someone an email and at least 24 hours notice for something to be done before doing something drastic?  MMO Culture is not a big site by all means, I did not know anything about the embargo until 30 minutes ago. Funcom, Blizzard…

Being in the Community Department of an online gaming company myself, this is something I will make sure which will not happen to any of our fans. Education always comes first, then the tough love. Seriously, the “big” companies should really brush up on their community engagement work. 1 for the “good guys”, 0 for the baddy.


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SimCity Is Back

Posted: 10 Mar 2012 10:48 AM PST

SimCity Is BackEA has announced a new game in the SimCity series. It's a reboot, simply called SimCity that will be familar to SimCity fans with updated online and social features, including the ability to affect your friends' cities and cities within the SimCity community. Check out more details on the official SimCity website, and in the announcement trailer below:

YouTube Preview Image


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MMO Updates

MMO Updates


Rise and Shiny: Spirit Tales

Posted: 11 Mar 2012 10:00 AM PDT

Filed under: , , , , , , , , , , ,

Spirit Tales screenshot
It's funny, being asked to take a look at a game like Spirit Tales, one in a preview-only state. As usual, I am excited any time a new game pops up in need of being checked out, but when I am alone on the server and surrounded only by soulless NPCs, I feel a bit like a kid lost in an amusement park. Sure, it's a blast to ride all of the rides, but after the fifth go-around on the ferris wheel, I would be missing some humanity.

I soldiered on, however, and luckily I had some of the most adorable graphics ever keeping me company. Not only that, but my gracious hosts stuffed my tiny widdle pockets with cash-shop money. I blew the bulk of it on costumes for my little avatar and had quite a bit of fun playing dress-up. At first, I thought the game was going to be nothing but a game of dress-up.

Luckily for me, my livestream audience seemed to know more than I did.

Continue reading Rise and Shiny: Spirit Tales

MassivelyRise and Shiny: Spirit Tales originally appeared on Massively on Sun, 11 Mar 2012 12:00:00 EST. Please see our terms for use of feeds.

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    Previously on MVTV: The week of March 3rd, 2012

    Posted: 11 Mar 2012 08:00 AM PDT

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    Previously On banner
    Another week, another wrap-up of fantastic livestreaming, huh folks? In case you missed any of it, be sure to bookmark our MV Guide page. Check back on it often, maybe 12 times a day, and then you'll never miss another stream! Before you do that, though, sit back and check out some of the best moments of our week of gaming.

    We'll start you off with Mike flying through some EVE space, followed by a visit to RIFT. Next up, Richie was perplexed by some Wakfu. I jumped into my usual weekly favorite Glitch to play some Game of Crowns while listening to metal, and then find out that watching Simball in Second Life is pretty darn awesome. Jeremy decided to follow that up with a visit to the turn-based world of Atlantica Online and then got all brave and found himself splattered in Darkfall. To round off the week, I ran some missions in Spiral Knights, and Blake brought up the rear by running and gunning in Global Agenda.

    Continue reading Previously on MVTV: The week of March 3rd, 2012

    MassivelyPreviously on MVTV: The week of March 3rd, 2012 originally appeared on Massively on Sun, 11 Mar 2012 10:00:00 EST. Please see our terms for use of feeds.

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      The Daily Grind: How much grouping should be required in a game?

      Posted: 11 Mar 2012 06:00 AM PDT

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      However much grouping a game requires, there will always be a camp arguing a game has too much and another arguing it has not enough.  This is inevitable.
      A good group arguably makes any game more fun. No matter how much fun you're having in any game, be it Star Wars: The Old Republic or Global Agenda or whatever else, there are players who believe it's better when you're running with other people, telling jokes or roleplaying or even just working in unison. Of course, others would point out that's all if you have a good group. A bad group can turn even something fun into a real misery, which sort of defeats the purpose of playing a game. And that's not getting into the time it takes to form a group or coordinate several people... or the fact that some players just prefer not to group.

      So how much grouping should an MMO require out of its players? Should pretty much all content require a group, forcing players to work together and build a real sense of community at the expense of any solitary play? Or should pretty much all content not require a group, letting everyone group with players as they wish without hard restrictions -- and making large chunks of the game single-player for all intents and purposes?

      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: How much grouping should be required in a game? originally appeared on Massively on Sun, 11 Mar 2012 08:00:00 EST. Please see our terms for use of feeds.

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        gPotato closing Prius Online, compensating players through April 10th

        Posted: 10 Mar 2012 04:00 PM PST

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        Prius Online - closing March 27th
        We regret to inform you of the impending death of Prius Online, a free-to-play fantasy title that featured a unique pet system comprised of anima and giga companions.

        We first got wind of the title at last year's Game Developer Conference, and we covered its launch in the summer of 2011. In the interim, gPotato has decided to terminate the project and has posted a terse announcement on the game's official website with all the details.

        March 27th will be the final day of service, and all cash shop items have been reduced to 1% of their original price for the last two weeks. gPotato is also compensating players via credit in its other games; you'll want to head to the compensation page to take full advantage of that offer by April 10th.

        [Thanks to Dweeblok for the tip!]

        MassivelygPotato closing Prius Online, compensating players through April 10th originally appeared on Massively on Sat, 10 Mar 2012 19:00:00 EST. Please see our terms for use of feeds.

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        The Mog Log: Staying off the grid in Gridania

        Posted: 10 Mar 2012 03:00 PM PST

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        The Mog Log
        At first glance on a trip through Final Fantasy XIV's cities, Gridania probably seems like the nicest city in Eorzea. Ul'dah always has the smile of a used car salesman, Limsa Lominsa stinks of fish and is full of pirates, Ishgard isn't welcoming even without the dragons, and Ala Mhigo sort of has a bad case of Garlean occupation. But Gridania is built in the middle of rather nice forest territory, and it doesn't seem to suffer from any of the power struggles or unfriendly residents that your other options have. Sure, the forest can be a bit tempermental, but it's a peaceful spot.

        But as you may have guessed, it only looks that way until you actually spend some time there. Then you realize that the city is not nearly so welcoming as you initially thought -- it's a hotbed of activity, stuffed to the brim with spirits that do not necessarily have the best interests of adventurers or anyone else at heart. Gridania doesn't suffer the internal conflicts of the other cities, but that's mostly because the place is already being crushed too thoroughly by all of the external threats it has to face just to keep treading water.

        Continue reading The Mog Log: Staying off the grid in Gridania

        MassivelyThe Mog Log: Staying off the grid in Gridania originally appeared on Massively on Sat, 10 Mar 2012 18:00:00 EST. Please see our terms for use of feeds.

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          GDC 2012: The Tattered Notebook attends Brasse's community panel

          Posted: 10 Mar 2012 01:00 PM PST

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          holy grail
          What do dwarves and Monty Python have in common? They both feature prominently in Linda "The Brasse" Carlson's GDC 2012 talk about the front lines of the SOE community relations team. Given the recent roller coaster ride of the ProSiebenSat.1 deal and the turmoil on the forums that followed, I found it interesting to hear what it's like to be a member of the community management folks as they try to handle being in the middle of it all. While her talk was mainly aimed at community managers in other games, there were a few tidbits that players would probably find interesting and maybe even surprising. Read on for the highlights!

          Continue reading GDC 2012: The Tattered Notebook attends Brasse's community panel

          MassivelyGDC 2012: The Tattered Notebook attends Brasse's community panel originally appeared on Massively on Sat, 10 Mar 2012 16:00:00 EST. Please see our terms for use of feeds.

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            The Road to Mordor: An Update 6 play date with Turbine

            Posted: 10 Mar 2012 11:00 AM PST

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            LotRO
            This past week, Turbine called my parents and asked if I could come over to play Lord of the Rings Online. "Sure he can," my mother replied. "As long as he wears his galoshes. What? It's wet outside!"

            And thus I ended up hanging out with the Turbine crew -- Aaron Campbell, Jared Pruett, and Jeff Libby -- as they walked me through Update 6 with the optional developer commentary mode set to "on." I highly recommend you rent a developer for the same experience, as it helps to have someone giving you a Cliff's Notes version of the game's complicated lore.

            Pruett first caught me up on the major PvMP changes of this coming Monday's update. The team wanted to increase rewards and turn progression into a seasonal mechanic to keep players coming to the Ettenmoors. As such, PvMP now has a universal currency -- that's account-wide, by the way -- that will allow players to purchase top-end gear. The team also tweaked down what the devs saw as a DPS race in order to give players time to deliberate and make strategic choices during fights.

            Beyond PvMP, the devs marched me right into the next epic storyline book that whisked us away to a strange new land: The Great River. What did I find waiting for me there?

            Continue reading The Road to Mordor: An Update 6 play date with Turbine

            MassivelyThe Road to Mordor: An Update 6 play date with Turbine originally appeared on Massively on Sat, 10 Mar 2012 14:00:00 EST. Please see our terms for use of feeds.

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              MMOGaming News

              MMOGaming News


              MMOSite Interview for Eligium - The Chosen One

              Posted:

              MMOSite Interview for Eligium - The Chosen One


              This week, DoubleIcaras, one of our writer club members, has a chance to have an exclusive interview with Nils, the English and French community manager for Eligium – The Chosen One, which is published by Frogster Entertainment and has just entered open beta on February 15th.



              Latest Gaming and MMORPG Updates

              Latest Gaming and MMORPG Updates


              The Prototypes Behind Journey

              Posted: 10 Mar 2012 04:47 AM PST

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

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

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

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

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

              The 2D Prototypes: Roping and Dragon

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

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

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


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              Power Rangers Online (KR)

              Posted: 10 Mar 2012 01:28 AM PST


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


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


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


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

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              How Gravity Rush’s Designers Took the Third Option

              Posted: 09 Mar 2012 04:39 PM PST

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

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

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

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

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

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

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

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


              GDC 2012: What Can the Next Generation Learn from Gaming History?
              1UP editor-in-chief Jeremy Parish’s mission at this year’s Game Developers Conference is informed by his enthusiasm for new ideas and affection for the games he grew up playing. Is it possible to march forward while occasionally glancing back? That’s the question he’s investigating this week.


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              Phantasy Star Online 2 (JP)

              Posted: 09 Mar 2012 04:39 PM PST


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

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


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              The Darkness 2 Already Looks Like Digital Extremes’ Best Game

              Posted: 09 Mar 2012 01:26 PM PST

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

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


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              Wargame: European Escalation Review

              Posted: 09 Mar 2012 10:36 AM PST

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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