Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


Codename X7 (CN)

Posted: 03 May 2012 09:16 AM PDT



As part of China MMO publisher and developer ChangYou’s confirmed titles for this and next year, “Codename X7″ is the latest game to have its debut trailer. Well, not exactly a debut trailer, but mor eof a teaser as it showcase more of the game engine, Dark Fire’s graphical prowess. Other than that, the only information known is that “Codename X7″ is a martial arts-themed online game.

Below are a couple of in-game screenshots to flaunt how close to reality the graphic is. Well, I still can’t comment much since this is currently all the information on hand, stay tuned to more when available. For more on ChangYou’s Game+ campaign, click here (link).

Black Ops 2 – 13 November

Posted: 03 May 2012 03:16 AM PDT

Black Ops 2 - 13 November

COD: Black Ops 2 has been given a 13 November release date – if a recent photo of in-store pre-order box art turns out to be real.

As the Kotaku article suggests though, there are plenty of indications that the photo is a fake, even thought it's appeared as an apparent Amazon listing, teaser poster and teaser website.

Expect more of these kind of Black Ops 2 teasers in the run-up to a potential 1 May reveal.

 

Similar Article can be found at: http://www.totalpcgaming.com/general/black-ops-2-13-november/

Hounds (KR)

Posted: 03 May 2012 03:15 AM PDT



CJ GameLab’s Hounds was actually revealed way back last year with a trailer (below), but as usual there will be a stagnant period where intensive development will be going on. Despite being scheduled for release last year as well, the game only got back into the spotlight yesterday with some new information and images about the storyline. Well, aliens invades Earth, players gotta slay em’ all before everyone becomes a zombified alien.

Hounds is played with a third person shooter (TPS) mode, and CJ GameLab is stressing the game is not just a typical online shooter. The game apparently focuses more on PvE with a core RPG element, hence coining the “new” genre as Role-playing shooter (RPS). Overall feel gives me a Resident Evil vibe, with folks getting infected by aliens and turning into hideous undead monsters.



Combat in Hounds is not just shooting, as players will ave to make use of various actions to avoid being alien food, such as dodging, strafing, evasive ground roll, blind firing and more. There is melee combat as well, typically with the short weapons such as daggers and knives.



Below is a low-res trailer China gaming website 17173.com somehow got their hands on, as it is apparently not in the Korean boards I visit yet. There is no Closed beta of sorts announced yet, so stay tuned for more info.

Similar Article can be found at: http://www.mmoculture.com/2012/05/hounds-kr-alien-zombies-galore.html

Lost Saga

Posted: 03 May 2012 03:15 AM PDT


So, like I mentioned, a new character list will be created after every 10 heroes. To start list number 5 off, No. 71 will be the one and only Iori Yagami from The King of Fighters! Due to a new partnership with SNK Playmore, Lost Saga players might see more KOF fighters in the game in the future. Enjoy~!

Help me click on the ad above 1 time a day if you like this list!

Similar Article can be found at: http://www.mmoculture.com/2012/05/lost-saga-character-list-5.html

Otherland

Posted: 02 May 2012 11:57 PM PDT



[Game website] I am sure a group of you readers have read about Otherland, an upcoming MMORPG based on Tad Williams’ Otherland novels. While the publisher has been confirmed to be Gamigo, the development studio Real-U (link) is actually located in Singapore and it is a subsidiary of German console game publisher dtp entertainment. I know, it sounds a little bit confusing, but here comes the bad news.

According to IGN (link), dtp entertainment has just filed for insolvency just a few hours ago. While the future of Otherland is not mentioned, it seems funding will be limited as insolvency means dtp entertainment is currently unable to repay business debts. Will Gamigo fund the project instead? For me, Otherland is looking really cool, and it will be a total waste if it is canned.

Similar Article can be found at: http://www.mmoculture.com/2012/05/otherland-game-future-in-jeopardy.html

S.T.A.L.K.E.R. 2 Is Cancelled

Posted: 02 May 2012 09:20 PM PDT

S.T.A.L.K.E.R. 2, the long anticipated sequel to the PC classic, has been cancelled, according to the official Twitter feed. "Money was the issue," goes the official Twitter feed of developer GSC Game World, "We were not able to secure the rights to continue development of the Stalker series."

"The reason we cannot continue with the development of Stalker 2," GSC continues on its Facebook page, "is we and our new investors we unable to come to an agreement with the IP rights [sic] onwer."

All is not lost however: "The entire team that was working on Stalker is now working on a new project called Survarium. We are so grateful for the support over the years and despite our best efforts we have to move on from Stalker which is as hard for us as it is for you. However, we feel that our new studio and project will be something unique and fill the void left by Stalker as well as add a lot more!"

Fans of the original S.T.A.L.K.E.R. will be pleased to hear that Survarium will be in the same apocalyptic fantasy vein. "The game focuses on a mass-scale ecological catastrophe on Earth, the reasons behind vaguely known. Impassable woods advance onto cities from every side, maddened animals and birds attack industrial complexes, military structures, warehouses and power plants.S.T.A.L.K.E.R. 2 Is Cancelled

"Towns are cut off from each other, there are no water supplies, no electricity, gas, communication is lost. Countries collapse, anarchy spreads throughout the world. Now force dictates who to survive. In the meantime, new species of greenery and animals purposely destroy human civilization. Strange plants and mushrooms grow through concrete and steel. Scientists all over the world haplessly try to cope with the anomaly sprawling across the Earth with terrifying speed."

Survarium will use Vostok's proprietary engine and is slated to arrive on PC in time for Christmas 2013. Check out the Vostok developer diary below for more details:

YouTube Preview Image

Similar Article can be found at: http://www.totalpcgaming.com/latest-pc-news/s-t-a-l-k-e-r-2-is-cancelled/

TERA Japan

Posted: 02 May 2012 09:20 PM PDT



Talk about irony. In a week where TERA Europe removed the blood option 1 week from launch (link) and only to reinstate the effect after furious gamers hit out (link), TERA Japan released a new trailer showing a small, yet significant number of scenes with blood. This trailer is for the upcoming update, Queen of Argon: Part 1, which is currently in the Korean server now. And I doubt it will be used for the European server once the update hit…

Along with this update, almost all instance dungeons’ cool-down has been halved. In my opinion, giving a cool-down to dungeons is sort of like games such as Dragon Nest with the stamina bar, which kind of restricts how long players can actually game a day. I am quite shocked to see cool-downs of up to 6 hours before this patch was implemented though…


Similar Article can be found at: http://www.mmoculture.com/2012/04/tera-japan-blood-graces-new-trailer.html

Survarium (RU)

Posted: 02 May 2012 09:17 PM PDT



It is my very first time posting about a Russian (RU) online game, and it is special because I personally played S.T.A.L.K.E.R and this small blog apparently has many visitors from Russia as well. Ok, Survarium is not technically a Russian game since it is being developed in Ukraine, but Russian is still the main language there. If you have not played S.T.A.L.K.E.R, it is a single-player, post-apocalyptic FPS where players shoot down mutated stuff in a huge zone filled with radioactive gas.

Survarium is Vostok’s first title, a Free to Play MMOFPS with the similar post-apocalyptic design found in S.T.A.L.K.E.R games. And yes, it will apparently be an open world (Yes!) online shooter, not a room-based one. There is no news of an English server as of now, but seeing the official debut developer diary is subbed in English, one can only hope :) Special thanks to SkySkyss  for sending this information.

Similar Article can be found at: http://www.mmoculture.com/2012/04/survarium-ru-from-creators-of-stalker.html

Portal 2 Makes Designing Test Chambers Satisfying and Easy

Posted: 02 May 2012 09:15 PM PDT

When Valve first announced an in-game level editor would be coming to Portal 2, I was excited. Not because I am the type to ever mess around with such a feature — outside of TimeSplitters 2 I can’t think of an example of a map editor I have ever spent any extended period of time with — but because I’m intrigued to see what sort of test chambers others create. That functionality was already in place for those who are more technologically inclined, but the new in-game editor promised it would be “easy-to-use” and allow for levels to be shared with other players. Based on the few hours I’ve spent with the new Perpetual Testing Initiative DLC, both of those promises have been met and, much to my surprise, I now find myself more excited to see what others think of my level than I am to try out others’ creations.

Valve hasn’t included any new test chambers of its own in this release. It has provided more than a simple level editor, though: New Cave Johnson story content is wrapped around the levels players create. Following up on what’s laid out in the trailer above, the beginning of each test chamber features a new clip of the J.K. Simmons-voiced Aperture Science founder talking about alternate dimensions and passing along knowledge his new assistant has shared with him. Just as within Portal 2 proper, nearly everything he says is hilarious, and in GLaDOS’ absence his comments provide a welcome feeling of cohesion as you make your way through test chambers which otherwise lack any connection with each other.

The level editor is, as advertised, very easy to get the hang of. To start you’re presented with a basic room containing nothing more than an entrance and exit which you’re allowed to modify from there. I’m hardly a natural at this sort of thing and I was able to almost immediately begin manipulating the environment, moving walls around, adding objects and connecting them to one another (like a button to a cube dispenser), and manipulating turrets’ field of vision.

Portal 2 level editor

At least at this stage, there are no instructions within the editor itself on how to use it. This was initially off-putting as I hoped to be given some guidance, but it quickly becomes apparent it’s not needed. With very exceptions, everything should be self-explanatory to anyone who has played through Portal 2 and is familiar with all of its elements. A press of the tab key allows you to jump from the editor view to an in-game view, which can be handy when trying to get a better grasp on what the player will see. Unfortunately shifting between views like this doesn’t update the level with any changes you’ve made; no matter how minor the alteration, if you want to see the effect of something you’ve done from the in-game view the level has to “rebuild.” This sticks you back at the beginning and resets everything in the level. This means changes toward the end of a level will require you to run through the entire thing again, and after a while it can become an annoying chore to have to do so again and again to ensure a small change your make works as intended.

As I said, with this update I was primarily looking forward to playing others’ levels. I presumed I would only spend enough time in the editor to be able to pass on impressions of how easy I did or did not find it to use. I initially set out to make a simple level that would function — press a button, get a cube, weigh down a button and you’re done. Yet whenever I completed my goal, I consistently found myself wanting to add just one more layer of complexity to my test chamber. What if, to get the cube, you first have to press another button that drops Propulsion Gel and allows you to reach it? What if I incorporate a laser that needs to be used? What if the exit is open from the start but a turret guards it which is destroyed once everything else is completed? What if there are five turrets? What if I work in some Repulsion Gel? What about having to transport some of that Propulsion Gel to another part of the level so you can reach the exit once the turrets are destroyed?

By the time I was satisfied with the many additions I had made, I had spent almost three hours perfecting my creation. You could undoubtedly build a level in less time, but if you’re hoping to have much complexity and for things to work as you’d hope, you can expect to pour a serious amount of time into it. That becomes apparent as you begin to search for ways your level can be exploited; all those additional layers I went about implementing are worthless if the player can shoot a portal to the end and circumvent all of the challenges along the way. I chose to cheat to a degree by making it so most of the surfaces in my level could not have portals opened upon then, decreasing the likelihood that I have not found all of ways someone could make their way through in a manner I did not intend.

Portal 2 level editor

Searching for these loopholes may sound like a chore. In fact, it may have been the most fun I had creating my level. I found it challenging to determine how I would go about solving the chamber if I did not know every aspect of the way it functions. But what was even more difficult was forcing myself to look at solutions in different ways; how else might someone approach the challenges I’ve laid out? Whether players could cheat and knock over the turrets I had laid out without dying was a major concern for me, and it was immensely satisfying to identify workable strategies I had not anticipated and come up with ways to prevent them from working.

This has all caused me to have a much deeper appreciation for the thinking that went into the design of Portal and Portal 2. While you can search YouTube and find ways to go about things the game’s designers did not intend, it’s remarkable how they came up with so many different chambers that are comprehensible yet challenging and entertaining.

Once you’ve spent however much time creating a chamber, the process for sharing it is incredibly quick. Publishing a level requires little more than a click of a button; you assign a name, provide a description, and specify whether you want it available publicly or only to friends, and it becomes available for download. The Steam Workshop, which allows Steam users to navigate and download content for Team Fortress 2 and Skyrim, is used for distributing levels. It works well, allowing you to look at pictures or video of a level, see comments left by other players and the creator, and queue it up for download. This can be done from a browser, Steam, or in-game (in which case you’ll use Steam’s overlay browser) and, in the case of the latter, levels are brought into the game almost immediately. There does seem to be a bug that requires you subscribe to a map twice in order for it to pop up in game; it’s a simple problem to work around and I expect it will be fixed by the time of the official release on May 8, so I’m not concerned about that.

With the ease of downloading levels from the Steam Workshop, this free DLC should provide players with a great incentive to start playing again. The quality of the levels varies wildly at the moment, but once the editor is in the hands of all Portal 2 owners I expect there to be no shortage of quality content to check out. And, like I was, you might be surprised to discover how satisfying designing a functioning test chamber can be.

Similar Article can be found at: http://www.1up.com/news/portal-2-designing-test-chambers-satisfying-easy

Steam To Enable Remote Downloads Soon

Posted: 02 May 2012 03:15 PM PDT

Now you never need to miss out on a Steam deal again.

Currently in beta, this function will soon be carried over to all Steam users, enabling you to start a download on your PC over the internet. There's no news on when the feature will properly launch, but if it's currently in the beta you can expect it pretty soon.

But how does it work? Well, you will need the Steam client open on your PC, which is a compelling excuse to forgo environmentalists advice and leave your PC on at all times.

If the Steam client is open, however, all you need to do is access the Steam store-front through any browser at SteamPowered.com – and if you make a purchase, or even want to manage your downloads ahead of a scheduled night of gaming with a friend, then you can simply access your games list and install.

Once at your games list (found in community tab, for those not familiar with the web browser) simply tap install and it will begin miles away on your PC. Kind of like magic.

Whether this added function will be brought to the fancy Steam app or not it's hard to say, but Valve would be missing a trick if it didn't.

Similar Article can be found at: http://www.totalpcgaming.com/announcement/steam-to-enable-remote-downloads-soon/

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The Perfect Ten: Guild Wars 2 gravestone epitaphs

Posted: 03 May 2012 10:00 AM PDT

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Scooby Doo
The dead tell the best stories, they say.

Outside of Divinity's Reach in Guild Wars 2 is a graveyard. It's the type of place that you run through quickly on your way to more lively settings, unless a zombie attack emerges. It was the type of place that I was running through quickly during the previous beta weekend when I realized that the gravestones could be examined -- and each and every one of them had an interesting epitaph to read. Some crazy ArenaNet writer sat down one afternoon and wrote out dozens and dozens of gravestone inscriptions on the off-chance that any of us would slow down enough to read them. It paid off in my case.

This may be one of the most trivial Perfect Tens I've ever done, so forgive me with being absolutely fascinated by the epitaphs that came up during my explorations. With an absolute economy of words, each gravestone tells a complete story. Some are funny, some are dark, some play into the lore, and some actually managed to be quite moving.

Here are my 10 most favorite that I found. Maybe they'll haunt you as they do me.

Continue reading The Perfect Ten: Guild Wars 2 gravestone epitaphs

MassivelyThe Perfect Ten: Guild Wars 2 gravestone epitaphs originally appeared on Massively on Thu, 03 May 2012 12:00:00 EST. Please see our terms for use of feeds.

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    Glitch swaps out XP for imagination, tweaks UI

    Posted: 03 May 2012 09:00 AM PDT

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    Glitch - No idea what this is to be honest
    It's a happy day if you've been yearning to scratch that browser-based sandbox itch. Yes, Glitch has returned with an overhauled user interface and the new imagination system.

    What the heck is imagination? Well, glitches now have imagination (iMG) instead of XP. You gain iMG by questing, crafting, and collecting (i.e., by playing the game), and you can spend it on upgrades and various other gizmos still in the works. In short, iMG allows you to "create, grow, and customize the world and your character." It also serves as a nifty way of explaining new game abilities as opposed to boring old XP.

    TinySpeck has authored a FAQ on the imagination changeover. Give it a read-through before you log in, as both the level curve and your character's accumulated XP have undergone significant changes.

    [Thanks to Halldorr for the tip!]

    MassivelyGlitch swaps out XP for imagination, tweaks UI originally appeared on Massively on Thu, 03 May 2012 11:00:00 EST. Please see our terms for use of feeds.

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    Latest Xsyon patch adds player-made quests, tweaks skill gains

    Posted: 03 May 2012 08:30 AM PDT

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    Xsyon - player-made cart
    What's new in the world of Xsyon? Quite a lot according to Notorious Games' latest patch notes. The new update has overhauled many of the sandbox survival MMO's systems, including extensive skill tweaks, increased stat gains based on actions, and stat readjustment functionality.

    Players may also create quests for one another. Doing so rewards both the quester and the creator with XP upon successful quest completion. Overall experience gain has been adjusted to reward players per action and via quests, which should lead to a marked reduction in the grinding necessary to gain skills.

    These are just a few of the improvements, too. Have a look at the patch notes for the full list.

    MassivelyLatest Xsyon patch adds player-made quests, tweaks skill gains originally appeared on Massively on Thu, 03 May 2012 10:30:00 EST. Please see our terms for use of feeds.

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    New CCP interview recaps recent EVE turmoil, looks forward

    Posted: 03 May 2012 08:00 AM PDT

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    EVE Online - battlecruiser at warp gate
    "It's not our game," says CCP's Jon Lander. He's talking about EVE Online, and he makes no bones about the firm's role in the ongoing internet spaceship drama that is New Eden. "We're the janitors of it; we sweep up and make sure the power's still running and whatever, but it's their game. EVE is the sum history of their personal interactions, and we don't own that. We just look after it."

    The "their" Lander refers to is the game's playerbase, of course, and he tells GamesIndustry.biz that despite the turmoil of the last 12 months, the EVE property is none the worse for wear (and in fact it may be getting stronger due to a design re-focus and the imminent arrival of DUST 514).

    Ultimately the interview brings no new information to the table, but it does serve as a handy recap of recent EVE events. It also offers up more than a few juicy quotes from both Lander and lead game designer Kristoffer "CCP Soundwave" Touborg.

    MassivelyNew CCP interview recaps recent EVE turmoil, looks forward originally appeared on Massively on Thu, 03 May 2012 10:00:00 EST. Please see our terms for use of feeds.

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    Aion offers rewards in new Broken Alliance PvP event

    Posted: 03 May 2012 07:30 AM PDT

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    Aion - Rifting extravaganza banner
    Aion is incentivizing PvP in a big way this month thanks to a new promotion called A Broken Alliance. The bloodshed runs through May 16th as NCsoft is opening rifting portals and removing faction protection buffs from 7:00 p.m. to 11:00 p.m. EDT each day.

    Players who rift into enemy territory will receive reward items, as will those who log at least one PvP kill. Three players per faction will be selected to receive a special Cirruspeed mount prize (though it's worth noting that said mount expires after 30 days).

    Finally, the devs will be spawning legendary raid monsters on Sundays. Full details on the promo events are on the Aion website.

    MassivelyAion offers rewards in new Broken Alliance PvP event originally appeared on Massively on Thu, 03 May 2012 09:30:00 EST. Please see our terms for use of feeds.

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    Red 5 Studios CEO denounces consoles and publishers

    Posted: 03 May 2012 07:00 AM PDT

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    Firefall
    "Who needs publishers any more? I certainly don't. I couldn't care less about them at this stage," said Red 5 Studios CEO Mark Kern. In a candid interview with Eurogamer, Kern ripped into both consoles and publisher-led models as relics on their way out the door.

    Kern said that the pressure that publishers put on studios are death to the industry, resulting in either "an indie game or... a massive AAA, IP-backed sequel with derivative gameplay." He thinks that there's no middle ground, and it disturbs him how many studios fire staff right after a game launches.

    Instead, the man behind Firefall believes that the free-to-play model puts the power back in the hands of the developers who then can concentrate on making games without having to kowtow to the publishers and distributors. "Look at Riot Games and League of Legends. They have more users than World of Warcraft does. That's crazy. And they don't have a publisher," Kern said.

    Citing the expense and sluggish reaction of console development, Kern also predicts that mobile and PC gaming are on their way to take over the field. "Something has to change," he concludes. "Consoles, I believe, are dead."

    MassivelyRed 5 Studios CEO denounces consoles and publishers originally appeared on Massively on Thu, 03 May 2012 09:00:00 EST. Please see our terms for use of feeds.

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    WildStar to support and encourage addons

    Posted: 03 May 2012 06:30 AM PDT

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    WildStar
    While some fledgling MMOs may act coy or hesitant about including user-created addons for their game, WildStar is going the opposite route and embracing them full-fledge. Lead Client Engineer Jon Wiesman penned a dev blog explaining why Carbine is enthusiastically supporting addons for the game from launch.

    Wiesman previously worked at EverQuest's Verant and is currently the driving force behind WildStar's UI engine. He reports that not only will players be able to change the look and layout of the UI from the get-go, but WildStar will support Lua to allow for addons and mods.

    He assures that creating such addons won't be a frustrating experience devoid of proper instruction and support: "If you can program at all, I promise you'll be able to make an addon for our game. Our commitment is to make sure the process is documented, clear, and accessible. Promise."

    [Thanks to Bill for the tip!]

    MassivelyWildStar to support and encourage addons originally appeared on Massively on Thu, 03 May 2012 08:30:00 EST. Please see our terms for use of feeds.

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    The Daily Grind: Should veterans and newbs be on equal footing?

    Posted: 03 May 2012 06:00 AM PDT

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    Age of Conan - newb in Tortage
    Age of Conan game director Craig Morrison recently tweeted a frank reply to one of his followers. The reader asked why Funcom doesn't revamp PvP items to make everyone's minigame stats equal, thereby relegating grindtastic PvP gear to the game's vanity armor slots and providing theoretical balance.

    Morrison's response: "Not everyone wants a new player and a two-year veteran to be on equal footing. Many want that to count, aside from knowledge."

    By "that," Morrison meant time spent playing the game and paying your character dues, as it were. This brings up an interesting debate, since MMOs have a reputation for rewarding geared players over skilled players in both PvP and PvE. What say you, Massively readers? Should veterans and newbs be on equal footing?

    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: Should veterans and newbs be on equal footing? originally appeared on Massively on Thu, 03 May 2012 08:00:00 EST. Please see our terms for use of feeds.

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      MechWarrior Online reveals the first in-game screens of the Catapult

      Posted: 03 May 2012 05:00 AM PDT

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      And then you roll a critical hit to the head.  Boom.
      Battles in MechWarrior Online are not about subtlety; they are about unloading huge amounts of firepower on enemy machines as fast as possible. That is the sole purpose of the Catapult, a 'Mech loaded with long-range missiles to pummel enemy units into submission. But the Catapult has another distinction -- it's the first 'Mech to receive screenshot treatment, showing the heavy support 'Mech off in all its jumping, missile-heavy goodness.

      Fans familiar with previous games in the MechWarrior franchise or the BattleTech board game will know the Catapult quite well. It's just barely into the heavier weight class. sporting jump jets and medium lasers to help it move out of dangerous engagements or disable lighter units. And, of course, there are its twin missile banks, effective as a direct-fire weapon or for use as artillery with an assisting spotter unit. The game's screenshots also show off the classic variant replacing the missile banks with PPCs, high-powered energy cannons designed to fry targets at extreme range.

      [Source: Piranha Games press release]

      MassivelyMechWarrior Online reveals the first in-game screens of the Catapult originally appeared on Massively on Thu, 03 May 2012 07:00:00 EST. Please see our terms for use of feeds.

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        A Mild-Mannered Reporter: What City of Heroes needs for its ninth year

        Posted: 02 May 2012 06:00 PM PDT

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        A Mild-Mannered reporter header by A. Fienemann
        The past year of City of Heroes has been in no small part defined by the free-to-play revolution moving into full swing. 2010 was the year in which it became clear that free-to-play could work; 2011 was the year in which nearly every game moved over to the new model, with only a handful of stalwarts clinging to the subscription-only model. Unfortunately, this also means that the once-present divide betwee business models no longer exists, and by and large there's less sense that free-to-play games are inherently worse than subscription games. The imaginary barrier simply doesn't exist as it used to.

        What does that have to do with City of Heroes for its next year of development? Almost everything. I've talked about how the game has two obvious and direct competitors in the superhero genre, but now they're all competing with the same business model. They all have the same initial outlay, instead of City of Heroes being the oldest, most respected, and cheapest option. In order for a game to be successful, and it no longer has to convince players that it's worth $15 a month for a few months -- it just has to convince you that downloading it and giving it a shot is worth the effort. That means flash, fun, and a quick dose of what you're looking for.

        Continue reading A Mild-Mannered Reporter: What City of Heroes needs for its ninth year

        MassivelyA Mild-Mannered Reporter: What City of Heroes needs for its ninth year originally appeared on Massively on Wed, 02 May 2012 20:00:00 EST. Please see our terms for use of feeds.

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          Star Trek Online puts its featured episodes into reruns

          Posted: 02 May 2012 04:00 PM PDT

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          But where's the holodeck arc? It's not really Star Trek until there's a holodeck arc.
          Reruns are a staple of the Star Trek series, especially as it's been several years since the last television series ended. But reruns are a bit more exciting in Star Trek Online because they mean players have a chance to get the special rewards from featured episodes all over again. For the month of May, the game is putting all of its previous episodes into a rerun rotation, giving everyone who missed them the first time a chance to get the special bonuses.

          May 3rd through the 9th will feature the Spectres series, followed by Cloaked Intentions from May 10th through the 16th, The 2800 from the 17th to the 23rd, and Cold War from the 24th until May 30th. All of the special rewards are still unique, so if you already have one, you can't get it again. But if you weren't playing the game at the time or just missed the chance, this month offers a chance to go back and catch up.

          [Thanks to The_Grand_Nagus for the tip!]

          MassivelyStar Trek Online puts its featured episodes into reruns originally appeared on Massively on Wed, 02 May 2012 18:00:00 EST. Please see our terms for use of feeds.

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          Matt Higby discusses PlanetSide 2's progression and customization

          Posted: 02 May 2012 03:00 PM PDT

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          I'm not actually in the war, I just like riding this ATV.
          PlanetSide 2 has but one real game it must live up to, but if you consider the unique elements that its predecessor brought to the table, that's still a tall order. A recent interview with the game's creative director, Matt Higby, highlights the ways that the game is being designed to fulfill the requirements of an engaging MMO and an engaging FPS. That means giving characters plenty of progression without locking out new players who just want to shoot things.

          The game's overall progression path is meant to be one of options, not straight power. That's the case for classes as well as advancement; Heavy Assault characters will play distinctly from other classes, but they'll have a variety of unique abilities that players can choose among. The interview also sheds more light on what players can expect from the game's overarching persistent elements, which set the game and its factions apart from standard FPS fare. The game still has a long way to go in development, but what's been shown thus far is definitely an encouraging start.

          MassivelyMatt Higby discusses PlanetSide 2's progression and customization originally appeared on Massively on Wed, 02 May 2012 17:00:00 EST. Please see our terms for use of feeds.

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          Diablo III's Wizard rebels against the system

          Posted: 02 May 2012 02:00 PM PDT

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          Diablo III
          The cracking you hear is the sound of thousands of index fingers flexing and twitching in anticipation for Diablo III's release. It's... kind of disturbing to behold, actually. To take our mind off the wait (or perhaps to exacerbate it), Blizzard has released the final class spotlight, this time featuring the Wizard.

          Diablo III's Wizards are described as "brilliant practitioners of the arcane arts who deftly wield the energies of fire, ice, lightning, and even time itself in the pursuit of their enigmatic goals." These Wizards are part of an underground rebellion that is seeking great power, and they are scorned by the mages in charge, yet they may be the only ones to save the world from the great new threat that's arisen.

          Check out the fire-and-brimstone action of the Wizard after the jump!

          Continue reading Diablo III's Wizard rebels against the system

          MassivelyDiablo III's Wizard rebels against the system originally appeared on Massively on Wed, 02 May 2012 16:00:00 EST. Please see our terms for use of feeds.

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          Choose My Adventure: Taking a right at Paragon City

          Posted: 02 May 2012 01:00 PM PDT

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          Choose My Adventure City of Heroes Road Trip
          It was the flying Scrapper on Virtue with a mask!

          The masses have spoken. For this leg of our Choose My Adventure journey, we will be parking ourselves in Paragon City, fighting the forces of evil, destruction, and movement keys! I must concede that Bree certainly knew her City of Heroes community -- ya'll voted just how she said you would. But Bree, you didn't predict the mask, now did ya?! Ha!

          It recently came to my attention that I could have easily queried you on the spandex issue, but come on -- what superhero doesn't have to shimmy into that painted-on suit? We want the full experience, right? Right. So let's get to it. All we have left to do to get this show off the road and into some action is whip up a character.

          But this is me we are talking about here! Thankfully, I am marching into this process armed with your decisions! I mean, how bad can it be? We have three days between close of the last vote and a new set of new ones, so it isn't like there isn't time. Here goes...

          Continue reading Choose My Adventure: Taking a right at Paragon City

          MassivelyChoose My Adventure: Taking a right at Paragon City originally appeared on Massively on Wed, 02 May 2012 15:00:00 EST. Please see our terms for use of feeds.

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            Why I play Star Wars: The Old Republic

            Posted: 02 May 2012 12:00 PM PDT

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            SWTOR
            I believe I'm like most people when I say that I cling to nostalgia. I love it when parts of my adolescence are made into movies or video games. Yes, despite it being an explode-y Michael Bay movie, I loved Transformers, and I can't tell you how many times I watched Lord of the Rings when Peter Jackson adapted J.R.R. Tolkien's masterpiece into a blockbuster. But despite Ghostbusters' status as my favorite single movie of all time, the original Star Wars trilogy had more impact on my childhood than anything else in my life. I still get childhood chills when I think about it.

            From the music to the action figures, I loved them all. I still have a picture of me at six years old riding an AT-AT. Yes, even at six, I knew exactly what an AT-AT was. And although I called a lightsaber a light-saver, I grew up with Star Wars entrenched in my psyche. It was only natural that when the video games revolving around the series came out, I would take up that cause. You guys remember the crazy wireframe Death Star trench arcade? You'd better believe I was there playing that.

            When Star Wars entered the MMO space, I was there with bells on. But it's not just this longing to recapture my childhood that propels me to that galaxy far, far away in Star Wars: The Old Republic. The spice addiction runs quite a bit deeper.

            Continue reading Why I play Star Wars: The Old Republic

            MassivelyWhy I play Star Wars: The Old Republic originally appeared on Massively on Wed, 02 May 2012 14:00:00 EST. Please see our terms for use of feeds.

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              Wizard101 invites players into the mythical realm of Avalon

              Posted: 02 May 2012 11:30 AM PDT

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              Wiz101 Avalon
              Wizard101 players have been all over, from the lush jungles of Zafaria to the pyramids of Krokotopia, but as of today there's a whole new land for them to explore: the mystical land of Avalon. Avalon, as the name implies, is a land based in Arthurian legend, and it also happens to be the former home of Ravenwood's headmaster, Merle Ambrose.

              But all is not well in the usually idyllic Avalon. The nefarious Umbra Queen Morganthe and her minions are causing trouble, and it's up to the players to find and recover the legendary blade of King Artorius, the Sword of Kings, and put a stop to Morganthe's mayhem. Players who are level 70 or above and who have completed the quest Through Glass, Darkly can find their way to Avalon by speaking to Merle Ambrose, who will send them on a quest to the new zone. For the full details on the new update, magick your way on over to the Wizard101 official site.

              MassivelyWizard101 invites players into the mythical realm of Avalon originally appeared on Massively on Wed, 02 May 2012 13:30:00 EST. Please see our terms for use of feeds.

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              Free for All: Why social gaming could destroy MMOs and how we can fight it

              Posted: 02 May 2012 11:00 AM PDT

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              CastleVille screenshot
              I am a huge fan of social media. Twitter, Facebook, Google Plus -- it all makes sense to me and has shown to be a very useful tool in not only communicating with friends but finding new games, developers, and websites. My Twitter feed provides enough news and information that I can skip any standard media. I haven't watched a local newscast for a long, long time. On top of that, I can communicate with readers in real time, sharing photos and tidbits of cool.

              Has social media affected MMO gaming? It definitely has. Watch any smart developer's Twitter feed and you will see the community team interacting directly with players, answering questions, hosting contests, and helping players feel as though the developers are actual people. Social media has also changed how we connect to our games, MMO or not.

              All of this means that everything is social now. Going to the dentist? Share it with your friends. Defeated a boss monster on your Xbox? Tweet it. Just picked up that epic sword in Dark Age of Camelot? Post it to your Facebook. Heck, many MMOs now have a Twitter or Facebook option built right into the client. All of this instant connectivity is nice, but it's possible that the "massively" part of MMO will soon apply to any game. What will this do to the genre?

              Continue reading Free for All: Why social gaming could destroy MMOs and how we can fight it

              MassivelyFree for All: Why social gaming could destroy MMOs and how we can fight it originally appeared on Massively on Wed, 02 May 2012 13:00:00 EST. Please see our terms for use of feeds.

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