Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


What Happened to Gaming’s "Middle Class?"

Posted: 13 Mar 2012 05:57 AM PDT

The divide at this year’s GDC between independent developers and AAA game makers seemed wider than ever. Panelists referred to working with teams of a few dozen, or over 200, and almost never something in-between. We observed this dichotomy in nearly every aspect of the show, even the recruiting pavilion where major publishers and social game startups competed for space and talent.

Mid-sized companies still exist in the industry, just not in the public eye. HD-development and the economic crisis destroyed the old middle class of developers and publishers (remember Midway?) and the companies that have taken their place don’t produce content directly for consumers. If you recognize their names at all, it’s probably only from five-second splash screens that run before a game’s main menu. You’ve no doubt played games that take advantage of the Unreal Engine, Havok Physics, or SpeedTree. Called middleware, these services provide a short-cut for developers who don’t want to undertake the laborious process of creating their own game making tools. Why spend months creating things from scratch when there are cheaper and less time consuming options available.

Developers can now choose two routes to viability when making games, finding a publisher or going indie. Those that choose the former tend to make large AAA titles, while indie developers generally tackle much smaller projects — or, if they do have a large game, like Minecraft, they still maintain surprisingly small headcounts at their studio. Developers that want to create something in the middle don’t have the money to fulfill their vision, and publishers won’t invest because a mid-sized game’s profit potential can’t justify it. At GDC, Saints Row: The Third Design Director Scott Phillips explained how his team took a middle class (if uncharacteristically successful) series, and turned it into something that could go head-to-head with Modern Warfare 3 and Skyrim. Phillips pointed out some serious flaws in the first two SR games, and explained how the team improved upon them.

THQ, the publisher of Saints Row, spent the last fifteen years capitalizing on licensed titles while releasing tiles like Company of Heroes or Dawn of War — well received games with relatively small, but dedicated communities. The two halves of the publisher’s portfolio let them enjoy a fair level of success. However, 2011 marked a major shift in the publisher’s strategy as it tried to emulate Call of Duty with Homefront, and largely abandoned licensed titles (a genre that’s proven unprofitable in the current market). Turning Saints Row from an enjoyable-despite-its-flaws breakout hit, and turning it into a major event was the natural extension of this strategy.

If a mid-sized company wants to turn a profit they must downsize, turn to outsourcing, or, like THQ, invest the capital into development necessary to compete with EA and Activision. The market now resembles that of the ’80s and early ’90s, where garage development produced major hits alongside the big players like Sierra or EA. Of course, teams were so small then that the distinction between indie and studio-development was a matter of a dozen individuals, not hundreds. CEO of Loot Drop, a social game developer, John Romero and pointed this out while on a panel about the state of independent games, “The platform is different, and the monetization is different. You just don’t sell games on Facebook…but the games are very similar to the way they were back in the early ’80s.”

On that same panel, Epic Games founder Tim Sweeney drew attention to the efficiency of small development teams saying, “Infinity Blade was more profitable per man hour than Gears of War 3.” In a world where an iPhone game presents a better investment opportunity than a AAA-retail game like GoW3, who would volunteer their money to fund a milquetoast project aimed squarely at the middle?

With the market in its current state, it’s no wonder middleware vendors filled the show floor. They seemed to have a solution for every game design issue imaginable — from the ones you’d expect, like graphics and physics engines, to off-the-shelf solutions for AI, particles, and even narrative. All the financial chaos we’ve seen play out in the past six or seven years is merely a high-profile side show created by shifting economic incentives. For every developer we’ve seen shutter their doors in the past ten years, it seems an indie studio or middleware developer started up — though not necessarily in the same locations, the industry’s shift game development in the UK devastated, while new studios start in China every day. Kept away from the public eye, middle-class developers don’t make games anymore, they create tools other game makers use every day.


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Age of Wulin (CN)

Posted: 13 Mar 2012 02:26 AM PDT


So, after the previous tour of Shaolin, this time I will be taking a tour of Wudang. If you noticed, the Wudang clan in Age of Wulin uses dual swords as the main weapon starting off. The weapon itself is 1 item, not 2 single swords by the way. I don’t think I came across a game where Wudang utilized this weapon (heavy 2-handed sword is actually a legit weapon according to Wudang lore, another branch of Wudang), but I am kind of lazy to dig further into the history books. And oh, both males and females characters are accepted into Wudang.

Wudang is a huge place, with cliffs and more cliffs going up to the skies. Much space is still rather empty, but all these will just give Snail Game more creativity in placing new NPCs, Miracle Encounters and quests as the game development progresses. I am touring Er Mei clan now, and if you think Wudang and Shaolin is huge, Er Mei will be bringing “huge” to the next level…


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MechWarrior Tactics is Part CCG Part Video Game

Posted: 12 Mar 2012 05:55 PM PDT

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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Luna Plus

Posted: 12 Mar 2012 05:55 PM PDT


As a Free to Play gamer myself since the days of MapleStory’s beta phase, it really pisses me off seeing how game companies out there are trying their best to milk gamers dry. Back in March 2011, I posted about Luna Plus Korea getting shut down as the developer (Eyasoft) is taking a long hiatus (link). Subsequently, gPotato emailed me in June 2011 and asked me to remove their company name, after I mentioned the North American server might be affected (link).


And to no surprise, they promised that updates will still arrive for Luna Plus and Iris Online, another of Eyasoft’s game. After a check, the only noticeable game content update Luna Plus got was a party match-making system (link) in July 2011, which was followed by tons of Cash Shop updates leading to the closure announcement.How many of you actually fell for it? Iris Online is currently still active, I dare say it will follow suit soon.


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Leisure Suit Larry Makes a Comeback in HD

Posted: 12 Mar 2012 02:27 PM PDT

Leisure Suit Larry is largely regarded as a pretty poor franchise by those who have only played the more recent entries in the franchise. Years back, it had its unfunny moments but was an extremely popular point-and-click adventure series. Nowadays it might be difficult to track down its better iterations, so Replay Games is hoping to revive them all for modern platforms.

Back in June, Replay announced it was working with Larry creator Al Lowe to bring the original Leisure Suit Larry to tablets, netbooks, and mobile devices. According to EGM, it now has plans to bring remastered, HD versions to an even wider variety of platforms: Xbox Live Arcade, PlayStation Network, PC, Mac, iOS, Android, OnLive, and more.

The first game in the series, Leisure Suit Larry in the Land of the Lounge Lizards, was originally released in 1987 and then got a remake in 1991. This took the original 16-color EGA graphics (featured in the video above, which shows off the game’s first ten minutes) and upgraded them to 256 colors.

Should the new HD version do well enough, the later games in the series — there were six games released before Magna Cum Laude and Box Office Bust came along — could follow, complete with enhanced graphics, sound, and controls. Brand-new Larry games are also a possibility.


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How Saints Row: The Third Nearly Failed

Posted: 12 Mar 2012 05:54 AM PDT

Saints Row: The Third

“Visual and quality issues were the number one complaint in Saints Row 2,” said Design Director Scott Phillips at a Saints Row: The Third postmortem at GDC on Thursday. Despite the retail performance of the second game, he explained that developer Volition couldn’t take success for granted. Producing a goofy breakout hit didn’t automatically give them the resources or insight to improve upon the game. Phillips documented how the team created a better and more cohesive experience by improving upon the last title’s tone, quality, and scope.

“How you’re going to say something can be more important than what you’re saying,” explained Phillips. Nothing could be more important for a game like Saints Row: The Third than setting the proper tone. He felt that the previous two games in the series suffered from incongruous emotional moments falling too close together — SR2 tasked you with committing a brutal murder in cold-blood after an extended “vehicle surfing” moment. He stated that the team on the first Saints Row “wanted to make…an MTV music video,” but that clashed with some of the goofier missions.

Once the game’s leads decided on the tone they would like to take, they found trouble trying to communicate that to their subordinates. “By the time Saints Row: The Third shipped, only 20% of the team had shipped a Saints Row title,” explained Phillips. “This meant that people didn’t have that automatic knowledge of Saints Row…We had a lack of buy-in as to what the game was. People didn’t know what they were making. Is fart-in-a-jar [weapon] too far? …I had to re-explain constantly.”

The leads responded by producing a short video featuring scenes from movies that fit the tone they were aiming for — Hot Fuzz and Bad Boys II among others. Those that still didn’t understand found help as the team produced prototypes and pre-visualizations. This reflects the need for better communication on larger projects like SR3, something that can be time consuming and expensive to maintain.

Saints Row: The Third

Since the team wanted to turn their breakout-hit franchise into a AAA tent-pole release, they stepped up their playtesting on the game extensively. This was done to ensure that things were paced properly and that the “holy-shit” setpiece moments would really blow the player away, while still keeping the moment-to-moment gameplay entertaining. All of those show-stopping moments required a significant investment of time and resources, and a designer’s imagination could have easily outpaced the ability and budget of the team. Phillips emphasized the importance of controlling the scope of SR3. Pre-visualization — like a studio might commission a movie — gave the team a clear idea as to what they should aim for. He showed the audience the pre-viz sequence for the game’s opening mission — where the player robs a bank, jumps out of a plane, and parachutes back into the vehicle, then out again. The rough sequence (which featured little more than marble white, untextured models) let artists and others learn what the leads were looking for. Previously the team relied on written communication which Phillips found to be vague and prone to misunderstanding.

The proper tone and score were only discovered through trial and error. Phillips explained that for the first six months of the game’s life it starred an undercover agent infiltrating the Saints. Retooling the story caused even more confusion. For over a year the game featured an Assassin’s Creed-style parkour system that allowed the player to effortlessly leap over cars, but processing limitations forced designers to remove the system that the team had spent a great deal of time implementing.

Problems like this are an unavoidable part of game development on even the smallest titles. But the economics of scale involved in modern AAA development exponentially increase costs, and a title has to sell more to stay profitable. Though Phillips didn’t address it directly, his talk reveals why “go big or go home” has become the mantra for hardcore console games in the past few years.


GDC 2012: Gaming’s Vanishing Middle Class
The disappearance of mid-sized developers and publishers worries associate editor Ryan Winterhalter. How is the industry preparing for the age of the very large and very small? Will innovation eventually create a new middle, or is the future filled with nothing but Call of Duty-style blockbusters?


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Age of Wulin (CN)

Posted: 12 Mar 2012 02:28 AM PDT


Before I get to the tour of Wudang, I thought I should continue with Part 3 of the small walkthrough. Once again, I will like to talk about combat. Yes, combat against normal mobs will be the typical “point and click”, with the different types of skills mentioned in Part 2 kind of meaning less at first. Age of Wulin is not geared towards fast-paced PvE combat, but once again, tactical PvP combat. Ever wondered why there ain’t really any trailers or feature article focusing on PvE so far?

If you look at the new Korean trailer (link), which is actually a remake of the Chinese trailers, you will see a PvP match in there. Again, there is no mention of PvE. If you are a sucker for Dungeon Fighter or Vindictus kind of combat, this isn’t really the game for you. I feel like jumping off the cliff on the back of a horse trying to get this through to people…

Talking about PvE, killing mobs will drop players normal equipments, materials and some random items. There will not be any currency dropping as far as I have seen. Currency comes in 2 kinds, tradeable and one which is soulbind to characters. Most quests give players both kinds of currency upon completion.


Let me now talk about the Miracle Quest/ Encounter feature, which I ran into once so far. Talking to random NPCs and gossiping with them will sometimes lead to such an encounter. For mine, I was told a certain miner NPC discovered a secret cave in the mountains, and buying the NPC some wine will probably let him spill out more information. I did, and was given the coordinates to locate the cave, seen below.

This is just a simple example of the Miracle Quest/ Encounter feature. For more advanced encounters, players will really have to build up the relationship meter with the NPCs. There isn’t really a guide on which NPCs lead to what encounters though.


Seen here is the Miracle Encounter window. The first tab records which NPCs you are having a grudge with or having an awesome relationship with. The second tab records all the prominent gossips which might lead to a Miracle Encounter. This system may also work if you have a bad relationship with a NPC, but another NPC which is against him as well might aid you and give you a secret quest. It is all about relationships.


Next, equipment upgrading. There is no such thing as +1, +2 etc system in Age of Wulin, the same goes for socketing. The only way to enhance equipments with additional stats will be to fulfill the requirements listed on the equipments, if any. Let us take a look at the sword I got from my Miracle Encounter. As it says below, I will have to reach Level 10 of the life skill, Cooking, and have 7 of a particular item before a special stat is revealed. Yeap, this is the only enhancement system seen so far in the game.


I guess this post will be getting longer than it should be, but I will like to clear off the basics as soon as possible as this is just the first test version. Below, you can see the character stats window (I hid the stats, lazy to explain those).


Red square – The strength of the character. As mine is just a newbie, it says my strength is equivalent to that of just a beginner in practice.

Yellow square – Karma. Having done nothing significant, I am still listed as a commoner. Do note that his is not the official title system.

Purple square – This is the interesting one. Other than normal equipment look on the left and cash costume look on the right, this is the “social status” look. I am not really sure what this might be, perhaps important people in the game, for example the leader of the number one guild, might get access to exclusive costumes.

Below are the other 3 tabs which can be found in the character stats window, each briefly explained.

Reputation – Shows the reputation points players have with each clan and in the overall game world. There are different levels of course, filling the bar will open up the next.


Title – There are 4 kinds of titles, World, Clan, Life skills and Temporary.


Mount – For now, there are only different designs of horses in Age of Wulin, no dragons, unicorns, phoenix etc.


I will leave questing to another time, but there are lots of quests (this is a quest grind game) with long storytelling and fabulous rewards. Once again, players who are used to grinding out mobs for EXP should really be prepared for a huge change in mindset. With the Miracle Encounter system, players can always travel back and forth areas, even the beginner town, as there might be something surprising just around the corner.


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Yulgang 2 (KR)

Posted: 11 Mar 2012 11:53 PM PDT


I know, since last November at G*Star where Mgame officially debuted Yulgang 2, there has since been little news except for a short Closed Beta 1. As a sequel to one of the most famous Free to Play martial arts online game in Korea, there is no doubt high expectations for the title. Korean gaming website PlayForum paid a visit to the developer and find out how more about Yulgang 2′s current status.

1. Closed Beta 2 is currently being prepared, with over 100 staff working day and night to perfect the game.

2. Enhancing game’s visuals. As an in-house developed game engine, the development team can keep updating the system to accommodate their demands and stay close to the original artwork. Satisfaction rate is now around 70% of the vision set, with specs for both low and high end computers in the works.


3. Improved new players guide. Players will not learn the basics of Yulgang 2 via quests in the actual game world, rather than an instanced “beginner zone”. Although not stated how the new target system is like, the previous auto-select feature will be gone as players from Closed Beta 1 complained about it being inconvenient.

4. 2 new classes will be added in Closed Beta 2, which are the previously revealed, the Assassin and Sorceress. The faction system found in the prequel will make its debut as well.


5. There is currently no date yet, but the developer promised to address all concerns from Closed Beta 1 players and implement new content for Closed Beta 2.


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Diablo III Launch Ditches PvP Arena Mode, Raising an Interesting Question

Posted: 11 Mar 2012 05:53 PM PDT

Diablo III

The release of Diablo III is fast approaching according to Blizzard, which is certainly good news for fans who have been waiting years and years for that day to come. Unfortunately the initial launch won’t be quite as feature-rich as expected; the game’s PvP Arena mode will not be ready in time for launch.

The news was announced on a post on the game’s development blog which tried to mitigate the disappointment by reiterating the game will be available soon. “As we’re counting down the days until we’re ready to announce a release date for Diablo III, we’ve come to realize that the PvP game and systems aren’t yet living up to our standards,” wrote director Jay Wilson.

The PvP Arena mode, which was first announced at BlizzCon 2010 alongside the Demon Hunter, will now be delivered in a patch sometime after the game’s release. The mode places players in arenas where they use their characters (complete with any gear and skills they have) to face off against each other instead of the usual AI-controlled monsters.

“After a lot of consideration and discussion, we ultimately felt that delaying the whole game purely for PvP would just be punishing to everyone who’s waiting to enjoy the campaign and core solo/co-op content, all of which is just about complete,” Wilson continued.

I find it difficult to be terribly upset about this, as anything that allows me to start playing the co-op game sooner sounds like welcome news. (I have trouble becoming invested in the beta knowing my character will be lost when the game is released.) Yet it’s also very strange to see a feature temporarily stripped out instead of contributing to another delay, as Blizzard has remained steadfast in saying it will only ship the game once it’s ready. Not having the Arena mode in there feels, to me, like the game is not ready.

I’m not under the impression that there is anything untoward to read into this; Blizzard may be a part of Activision now, but it seems to have maintained its independence thus far. If it were being forced to rush the game to market, it likely would’ve hit long ago.

This no-win situation does raise an interesting question: Is it better to delay your game and ensure every feature is available at launch or do you ship the core game (assuming it to be bug-free) and then deliver an extra mode like this once it’s ready? It’s a scenario that wasn’t especially viable years ago, but with larger hard drives, broadband Internet, and gamers used to seeing games evolve over time, there is a case to be made for doing things the way Blizzard is here. It’s also a built-in way for a company to get a second round of publicity for the game in question when that content is released several weeks or months down the line.

Those who would argue Arena mode should be available at the same time as the game arrives on store shelves aren’t obligated to pick the game up right away; there’s nothing to stop them from waiting until Arena mode has been patched in to make a purchase. There is, however, a valid concern to be had with this model. While I don’t foresee it happening in this situation, buying a game with the promise of a mode coming later could get messy if the developer takes longer than expected or outright cancels a mode when it’s determined it isn’t working. And with the disdain many gamers have for pre-ordering games in the first place, those people would probably hate the idea of paying for a game and part of that money essentially acting as a pre-order for content that remains in development.

What do you think — would you rather be playing games sooner but have to wait until after release for certain content, or do you want everything, DLC aside, upfront? Let us know in the comments below.


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Battlefield MMO Review

Posted: 11 Mar 2012 02:29 PM PDT

Battlefield is a 3D modern era first person shooter MMO. Its the latest entry to the venerable Battlefield series and the second to be free to play. Battlefield is a tactical shooter where players battle it out on large maps with dozens of users on two sides.

 

 

Publisher: Electronic Arts
Playerbase: Medium
Graphics: Medium
Type: MMO
EXP Rate: Medium
PvP: N/A
Filesize: N/A

Website: http://battlefield.play4free.com/

Pros: +Varied classes. +Huge maps. +Vehicles like tanks, planes, and jeeps. +Team-based, tactical gameplay. +Plenty of skills.

Cons: -Can't switch characters in-game. -Only four playable classes (BF2 had more). -Weapons disappear in 3 days (Unless bought with cash shop money).

 

Battlefield is the latest game in the long running Battlefield franchise and the second of the series to be free to play. Unlike the previous Battlefield Heroes, the game has realistic graphics similar to those found in Battlefield 2. like previous Battlefield games, players will have the opportunity to play various roles like Medic, Engineer, and so forth. Each of these playable characters have their own skill trees, which give the game some unique RPG elements. Matches take place on large maps that pit two teams of up to several dozen players against each other. Like other battlefield games, Battlefield Play4Free has vehicles like tanks, jeeps, airplanes, and helicopters thrown into the mix. The game is published on EA's new 'Play4Free' portal alongside other free to play games like BattleForge, Need for Speed World, Fifa Online, and Tiger Woods Online.

 

 

Battlefield Requirements

Minimum Requirements:
OS: Windows Vista / Windows 7 / XP
CPU: Pentium 4 1.7 GHz
RAM:  512 MB
HDD: 1 GB Free
Graphics Card: 256 MB VGA Card or better

Recommended Specification:
OS: Windows Vista / Windows 7 / XP
CPU: Pentium 4 2.1 GHz
RAM:  1024 MB
HDD: 2 GB Free
Graphics Card: 256 MB VGA Card or better

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BioWare announces free SWTOR weekend pass

Posted: 13 Mar 2012 10:00 AM PDT

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Star Wars: The Old Republic - nightclub district
BioWare has invited the masses in to try its Star Wars: The Old Republic MMO free of charge this weekend. Beginning on Thursday, March 15th, TOR's first Weekend Pass Free Trial will allow newbies who lack a previously active account to jump into the story-heavy online title, and the best part is that there's no payment method required.

The trial includes all eight classes, their starter planets and faction capitals, and PvP warzones and low-level flashpoints. The event kicks off at 1:01 a.m. EDT on Thursday, and it wraps up at 3:00 a.m. EDT on Monday, March 19th.

[Source: BioWare press release]

MassivelyBioWare announces free SWTOR weekend pass originally appeared on Massively on Tue, 13 Mar 2012 12:00:00 EST. Please see our terms for use of feeds.

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    The Soapbox: The inevitable Mass Effect MMO

    Posted: 13 Mar 2012 09:00 AM PDT

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    Mass Effect - The Normandy (SR1)
    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column.

    I don't know about you, but I've yet to play Mass Effect 3. This is not by choice, mind you, and now that I've returned from the wilds of last week's GDC, it's time to settle in for another 30-hour tour with Shepard and company.

    What does this have to do with MMOs? Well, nothing really, except that BioWare hasn't exactly closed the door on a Mass Effect title. On the contrary, the company's dynamic doctor duo have hinted at the fact that this, ahem, theoretical game would need to be somewhat different from the firm's maiden MMO voyage.

    At this point I think an ME MMO is inevitable, so join me after the cut to discuss whether BioWare can really break the mold with its second effort as well as what that effort could look like.

    Continue reading The Soapbox: The inevitable Mass Effect MMO

    MassivelyThe Soapbox: The inevitable Mass Effect MMO originally appeared on Massively on Tue, 13 Mar 2012 11:00:00 EST. Please see our terms for use of feeds.

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      Massively's hands-on with Star Wars: The Old Republic Update 1.2

      Posted: 13 Mar 2012 08:00 AM PDT

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      Star Wars: The Old Republic Update 1.2
      Goodness, I hope you have heard that Star Wars: The Old Republic is releasing a new patch soon. It's been jokingly dubbed the "Jesus Patch" because it's supposed to contain everything, and incidentally, it may "save" the game. Many critics have written off the game because developers missed some essential MMO ingredients when it launched. Despite that, SWTOR currently stands as the fastest-growing MMO ever and retains the second largest subscription base, according to Electronic Arts' investor calls.

      During the recent Guild Summit, while the guild leaders and fan site press were shuttled off, the press made its way to BioWare studios to try out the new content in Update 1.2. Each member was given his or her station to tool around with. Immediately, I noticed that the two Bounty Hunters in the character selection screen wore armor I had never seen before: Black Hole armor and War Hero armor. We were about to step into the new flashpoint called the Lost Island as well as the new Novare Coast warzone.

      Continue reading Massively's hands-on with Star Wars: The Old Republic Update 1.2

      MassivelyMassively's hands-on with Star Wars: The Old Republic Update 1.2 originally appeared on Massively on Tue, 13 Mar 2012 10:00:00 EST. Please see our terms for use of feeds.

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        Guild Wars 2 pre-purchase details announced

        Posted: 13 Mar 2012 07:00 AM PDT

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        Guild Wars 2 - Collector's Edition
        Things are just getting more and more exciting for Guild Wars 2 fans. Since ArenaNet's blog post confirming a 2012 launch, things seem to be warming up: We've had a press beta, an intensely busy beta signup period, the promise of another late March beta, and now an announcement about Guild Wars 2 pre-purchase. NCsoft sent out a press release today with some juicy details regarding the game's Collector's Edition and the benefits of purchasing early.

        From April 10th onward, pre-purchasers of any of the editions (Collector's, Digital Deluxe, or Standard) will be guaranteed access into beta weekend events and a three-day head start for launch, which is awesome if you want to reserve a cool name so you're not stuck with being xLegolasXx. An additional benefit to any pre-purchase is the somewhat mysterious Hero's Band, which will apparently give characters a variety of power boosts to speed them on their way.

        The Collector's Edition is going to cost you $149.99, but ArenaNet certainly seems to be providing bang for your buck: a 10-inch statue of the iconic Rytlock Brimstone and his sword Sohothin, a custom frame with five Guild Wars 2 art prints, a book on the making of Guild Wars 2, a soundtrack CD, and five in-game items (including a mini Rytlock), all of which should make this a pretty tempting order for super fans of the game. The Digital Deluxe pre-purchase is only going to run you $79.99, and the Standard Edition will be $59.99 -- again, any three of those will secure you the Hero's Band, a place in beta events, and a three-day head start. Pre-ordering Guild Wars 2 from select retailers will reserve you a copy of the game at launch and entitle you to a one-day head start.

        [Source: NCsoft press release]

        MassivelyGuild Wars 2 pre-purchase details announced originally appeared on Massively on Tue, 13 Mar 2012 09:00:00 EST. Please see our terms for use of feeds.

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          The Daily Grind: What was your favorite GDC 2012 reveal?

          Posted: 13 Mar 2012 06:00 AM PDT

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          Moscone Center, San Francisco
          Another Game Developer's Conference has come and gone, and Massively was there to bring you the most complete MMO-related coverage to be found on the 'net. There was a little something for everyone, and whether your taste runs to AAA MMOFPS titles or smaller indie sandbox affairs, the annual trade show featured tons of MMO news and views.

          In addition to the demos and interviews, Massively also sat in on a couple of developer panels, and we managed to take a breather each morning to collect our thoughts via some impromptu podcast sessions. We also enjoyed some hands-on time with Funcom's hush hush The Secret World title, but unfortunately we can't tell you about that until March 15th. Today's Daily Grind is all about last week's convention, and the traditional question goes something like this: Which bit of GDC news was your favorite?

          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: What was your favorite GDC 2012 reveal? originally appeared on Massively on Tue, 13 Mar 2012 08:00:00 EST. Please see our terms for use of feeds.

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            Lord of the Rings Online developer blog on shaping the newest story

            Posted: 12 Mar 2012 07:00 PM PDT

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            Riverfront property is pretty much always like this.
            The next part of Lord of the Rings Online's epic story is on the way, another installment with players following behind the Fellowship of the Ring and taking care of all sorts of important tasks on the periphery. That means it's time for players to head down south of Lothlorien toward the banks of the river Anduin. And according to the latest developer diary, if you're interested in the people of Rohan, you'll be happy to learn this installment is packed to the brim with all sorts of interesting moments and landscapes.

            Aside from laying out the basics of what players will be doing on the shores of the river, the entry also explains why this installment of the story is sending players via the river rather than the west when the last story put them on the wrong side of the Misty Mountains. The entry explains that it's all about the shape of the story -- sending players ahead to Rohan from the wrong side would lead to all sorts of unpleasantly early victories and make things a lot less interesting. It should be an enlightening look at the upcoming installment of the story, even if it won't ameliorate some grumbles at the amount of travel involved.

            MassivelyLord of the Rings Online developer blog on shaping the newest story originally appeared on Massively on Mon, 12 Mar 2012 21:00:00 EST. Please see our terms for use of feeds.

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            Not So Massively: Diablo III shows signs of release

            Posted: 12 Mar 2012 06:00 PM PDT

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            Not So Massively title image
            Diablo III saw its clearest signs of release ever this week after a succinct tweet from Jay Wilson and the announcement that PvP is being cut from release in favour of getting the game out sooner. Firefall revealed its plans for attending events and trade shows this year and showed off its world-building tools and talent in an awesome new video devblog. Blacklight: Retribution continued its open beta with the release of a new map set in a laboratory during a virus outbreak. Developers also revealed the game's newest hero, Grendel the heavy weapons and explosives specialist.

            It's been a slow week for news in the MOBA world, with developers pulling out all the stops for GDC 2012 and planning for upcoming events at PAX East 2012 and beyond. This week League of Legends announced that several of the game's classic skins will soon be retired and are available temporarily for a 75% discount. Riot Games detailed plans for its upcoming events at PAX East, and the IntelEM tournament finals went off without a hitch. The latest Dota 2 patch added a new passive bot difficulty mode that forces bots to stay in their lanes and introduced a series of balance tweaks.

            Continue reading Not So Massively: Diablo III shows signs of release

            MassivelyNot So Massively: Diablo III shows signs of release originally appeared on Massively on Mon, 12 Mar 2012 20:00:00 EST. Please see our terms for use of feeds.

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              Join the RaiderZ alpha test with a key from Massively!

              Posted: 12 Mar 2012 05:00 PM PDT

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              Yellow Wolf Mount - RaiderZ
              Have you been keeping up with the latest info on Perfect World Entertainment's upcoming action MMO RaiderZ? If so, and if you find yourself drooling for a hands-on with the free-to-play title, we have just the thing for you.

              Starting today, we're giving away 5,000 keys to get you guaranteed access to RaiderZ's alpha and beta testing. The alpha starts this Wednesday, March 14th, so you won't be able to get in before then, but the keys will be available until they're all gone.

              In addition to this exclusive guaranteed access, these keys grant each recipient a special exclusive yellow wolf mount (shown above), available in the closed beta test. Just click the link below to access the giveaway page, head over to the official RaiderZ website to register or log-in with your Perfect World account, enter your alpha key, and bam, you're all set. You will be notified by email when the client is ready to download.

              GET YOUR KEY

              MassivelyJoin the RaiderZ alpha test with a key from Massively! originally appeared on Massively on Mon, 12 Mar 2012 19:00:00 EST. Please see our terms for use of feeds.

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                Massively Exclusive: Make your nation proud with Wakfu's newest dev diary

                Posted: 12 Mar 2012 04:00 PM PDT

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                Screenshot -- Wakfu
                Now that Ankama Games' tactical MMORPG Wakfu is live and operational, it's probably about time for players to start getting familiar with the World of Twelve. Thankfully, the fine folks over at Ankama have provided us with a brand-new dev diary to help players to wrap their heads around the nations and territories of Wakfu.

                For the uninitiated, the World of Twelve is the shared universe of Wakfu and its predecessor, Dofus. Lots has happened in the World of Twelve since the time of Dofus, however. Most importantly, a daft ogre by the name of Ogrest (presumably the older brother of Ogre and Ogrer) gathered the six primordial Dofus and used their overwhelming power to devastate the world, drowning all but seven major island nations beneath the sea. It's up to players to run these remaining nations and restore the World of Twelve to its former power.

                Of course, it can't all be sunshine and butterflies between the seven nations; we need a reason to kill each other! Aside from the seven main islands, there are also a number of smaller islands that contain valuable -- and sometimes exclusive -- resources. The seven nations, of course, all want to claim these precious goods for their own. Players will have to represent their nations in the battle for these minor, resource-rich islands in order to bring prosperity and bragging rights to their respective homelands.

                So there you have it, Wakfuians (that's totally a word, we promise). Now click past the cut for the full dev diary video, then get out there and make your countries proud!

                Continue reading Massively Exclusive: Make your nation proud with Wakfu's newest dev diary

                MassivelyMassively Exclusive: Make your nation proud with Wakfu's newest dev diary originally appeared on Massively on Mon, 12 Mar 2012 18:00:00 EST. Please see our terms for use of feeds.

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                  Captain's Log: The 2800 -- Boldly they rode into the sunset

                  Posted: 12 Mar 2012 03:00 PM PDT

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                  As with previous columns about The 2800, this is an overview and will contain spoilers. If you have not yet played this mission or do not want to know about what happens, stop right here.

                  This is what happens when you look forward to something for a long time and then it's over. It's that satiated-yet-melancholy knowledge that sits in your gut and you're able to smile and frown at the same time.

                  Star Trek Online released the finale to The 2800 featured series with Boldly They Rode on Saturday, March 10th. Deep Space Nine is once again firmly in the hands of the Federation, thanks to the Klingon Empire, a suspiciously eager to help Changeling and her Vorta subordinates as well as a critical appearance from a new ship with a familiar name. Come join me while I recap the events of the episode!

                  Continue reading Captain's Log: The 2800 -- Boldly they rode into the sunset

                  MassivelyCaptain's Log: The 2800 -- Boldly they rode into the sunset originally appeared on Massively on Mon, 12 Mar 2012 17:00:00 EST. Please see our terms for use of feeds.

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                    Leaderboard: DUST 514 vs. PlanetSide 2

                    Posted: 12 Mar 2012 02:00 PM PDT

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                    Leaderboard
                    One gets the sense that gamers can't wait for the future to get here so we can all join roving packs of pulse rifle-toting goons fighting each other for a living, like the world's most awesome paintball match. To tide us over, several studios are working hard at fulfilling our fantasies in virtual space with MMOFPS PvP titles such as DUST 514 and PlanetSide 2.

                    We recently got a closer look at both of these games at GDC, and it's safe to say that not only do they each come from experienced pedigree -- CCP and SOE -- but they're both highly anticipated by trigger-finger monitor mercenaries.

                    But we all know the sacred rule of MMOs, which is that there can only ever be one. There can only be one victor and one success -- and all the rest are doomed to languish in whatever the virtual equivalent of a compost heap is. So tell us true right now: Which will be more successful, DUST 514 or PlanetSide 2? Register your vote so that you'll be able to come back, months from now, and use this as proof that you knew better than all of the other fools out there!

                    Continue reading Leaderboard: DUST 514 vs. PlanetSide 2

                    MassivelyLeaderboard: DUST 514 vs. PlanetSide 2 originally appeared on Massively on Mon, 12 Mar 2012 16:00:00 EST. Please see our terms for use of feeds.

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                      Clone Wars Adventures hits 10 million player milestone

                      Posted: 12 Mar 2012 01:00 PM PDT

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                      Screenshot -- Clone Wars Adventures
                      The Force is strong with Star Wars: Clone Wars Adventures -- about 10 million strong, in fact. In a press release today, Sony Online Entertainment announced that its free-to-play, family-friendly Star Wars title has reached 10 million registered players. The studio also includes a list of interesting statistics, such as the number of stages of gameplay available to players (584) and the number of trophies available to earn (96), but really, only one statistic matters.

                      That statistic is this: Players of Clone Wars Adventures' Stunt Gungan minigame have collectively launched Jar Jar Binks over 4.5 billion meters. For reference, that means players have effectively bounced Jar Jar to the moon and back seven times. Let's have a round of applause for these unsung heroes, shall we?

                      But hey, CWA players: Next time, aim for the sun.

                      [Source: Sony Online Entertainment press release]

                      MassivelyClone Wars Adventures hits 10 million player milestone originally appeared on Massively on Mon, 12 Mar 2012 15:00:00 EST. Please see our terms for use of feeds.

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                        ArenaNet thanks potential beta testers with new Guild Wars 2 video

                        Posted: 12 Mar 2012 12:00 PM PDT

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                        Screenshot -- Guild Wars 2
                        Last month, the folks at ArenaNet had a field day with the Guild Wars 2 beta sign-ups, which garnered one million player sign-ups in the span of just over two days. Unfortunately, the beta is limited by the amount of available space, and not everyone who signed up will have the pleasure of vacationing in Tyria.

                        With that in mind, the fine ladies and gentlemen at ArenaNet have released a brand-new video featuring exclusive footage to show their appreciation for the overwhelming interest in GW2. Any players interested in watching the full video will have to go to the title's Facebook page and Like it before being given access to the short trailer, but we think it may be worth it for the Guild Wars 2 junkies who just can't wait for the next release.

                        MassivelyArenaNet thanks potential beta testers with new Guild Wars 2 video originally appeared on Massively on Mon, 12 Mar 2012 14:00:00 EST. Please see our terms for use of feeds.

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                        EVE's Crucible 1.5 patch hits tomorrow, brings new launcher

                        Posted: 12 Mar 2012 11:00 AM PDT

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                        EVE Online title image
                        As part of CCP's refocusing on EVE Online, the studio announced that work had begun on a new game launcher last November. Players with an out-of-date client currently receive a patch popup on logging in that requires the client to be restarted, and frequent optional patches to fix non-critical issues can force you to restart the client several times. The new patcher brings EVE up to the industry standard for MMO clients, pre-loading the game in the background and announcing when it's ready to launch.

                        The new launcher will go live tomorrow with the Crucible 1.5 update, but it's not the only thing getting some much-needed attention in the patch. All of the rookie ships have been visually revamped, three new 2/10 DED complexes have been added for newer highsec explorers, and the overview will now be more responsive. The patch also brings a whole host of user interface changes and bug fixes.

                        MassivelyEVE's Crucible 1.5 patch hits tomorrow, brings new launcher originally appeared on Massively on Mon, 12 Mar 2012 13:00:00 EST. Please see our terms for use of feeds.

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