MMO Updates

MMO Updates


The Soapbox: Translating Elder Scrolls Online dev speak

Posted: 15 May 2012 10:00 AM PDT

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The Elder Scrolls Online - Giant orchid monster thing
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.

Language is a pretty fascinating thing, and studying a second one is something I've long intended to do. Aside from entertaining thoughts of learning Korean to play ArcheAge, though (seriously, I looked into it), I haven't gotten around to much beyond college-level Deutsch.

But as I watched last week's interview with The Elder Scrolls Online creative director Paul Sage, I realized that I already have some pretty good second-language skills. I'm fluent in both English and MMO dev-speak, so as a public service, I'm going to translate some of what Sage said into the former.

Continue reading The Soapbox: Translating Elder Scrolls Online dev speak

MassivelyThe Soapbox: Translating Elder Scrolls Online dev speak originally appeared on Massively on Tue, 15 May 2012 12:00:00 EST. Please see our terms for use of feeds.

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    World of Warplanes video diary details classes, roles

    Posted: 15 May 2012 09:30 AM PDT

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    World of Warplanes - dev diary title screen
    Looking for the latest World of Warplanes news? Wargaming.net has you covered with part two of its developer diary video series.

    The clip introduces us to some of the dev personalities working on the game, as well as the three main aircraft classes (fighters, heavy fighters, and ground attack planes). "Fighters top the food chain," according to historical consultant Yuri Pasholok. "They are the most widespread, versatile, and -- pound for pound -- the deadliest class in the game."

    In comparison, ground attack birds are "slow, clumsy, and very heavy. To imagine what flying a ground attack plane is like, think of flying a tank," Pasholok says. Why would you want to fly a tank? Well, for the ridiculous amounts of destructive firepower, of course. Finally, heavy fighters are something of a middle ground between the previous two classes. They can take a beating better than their light fighter counterparts, but their main objective is defense and interception. Click past the cut to view the full video, and be sure to check out The Firing Line this Friday for an exclusive World of Warplanes producer interview.

    Continue reading World of Warplanes video diary details classes, roles

    MassivelyWorld of Warplanes video diary details classes, roles originally appeared on Massively on Tue, 15 May 2012 11:30:00 EST. Please see our terms for use of feeds.

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    Xsyon welcomes back former players, gears up for totem decay

    Posted: 15 May 2012 09:00 AM PDT

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    Xsyon - Totem decay
    Notorious Games is working overtime to highlight all of the changes it's made to its Xsyon sandbox. The company ran a 10-day welcome back promotion late last month, and it's doing so again starting this Friday. Previous subscribers will receive a free 10-day pass, while current players will get two additional weeks of game time on the house.

    The dates for the 10-day passes vary, according to Notorious' latest press release. If you're a previous subscriber, check your email over the next few days to see where your game time falls within the larger five-week promotional window.

    Also noteworthy for dedicated Xsyon players is the fact that the game's totem system will enter something called a decay phase once these trial periods are over. Totems represent land claimed by a particular guild, and those without any actively subscribed players will become abandoned in short order. Abandoned totems will then decay and free up the land for other players, while also leaving any buildings, resources, and containers free for the taking.

    [Source: Notorious Games press release]

    MassivelyXsyon welcomes back former players, gears up for totem decay originally appeared on Massively on Tue, 15 May 2012 11:00:00 EST. Please see our terms for use of feeds.

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      Five top tips for your first few days of Diablo III

      Posted: 15 May 2012 08:00 AM PDT

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      Diablo III title image
      Diablo III officially launched at midnight last night, opening the floodgates on what is possibly the most pre-ordered PC game in history. It's been almost 12 years since the previous game in the series launched, and it's still going to this day. Whether you've played previous games, have taken part in the Diablo III beta or are taking your first steps into Sanctuary today, everyone starts with a clean slate. In this article, I give my top five tips for spending your first few days wisely in Diablo III.

      #5 - Spend most of your time on one character

      It seems like a bit of a no-brainer to initially focus on one character, but in Diablo III's case, there's a special reason to do it. You'll likely finish normal mode around level 20-30, and until then, you'll get a new skill almost every level. It's only when you've completed normal mode and moved on to nightmare that the challenge really starts and you will have picked out an effective set of skills. Your last active skill unlocks at level 30, and from then on you'll gain a combination of two to three runes or passive skills every level until you hit the level cap at 60.

      Read on for four more tips you should keep in mind as you start playing Diablo III.

      Continue reading Five top tips for your first few days of Diablo III

      MassivelyFive top tips for your first few days of Diablo III originally appeared on Massively on Tue, 15 May 2012 10:00:00 EST. Please see our terms for use of feeds.

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        Blizzard awarding Australian GAME customers free copy of Diablo III

        Posted: 15 May 2012 07:30 AM PDT

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        Diablo III - landscape
        It's been a rollercoaster week for Australian Diablo III fans who pre-ordered their copies of Blizzard's long-awaited dungeon crawler at GAME. The troubled retailer went into administration yesterday, leaving customers in the lurch without their game or their refunds.

        Blizzard has since stepped in and offered to make good with a free digital copy as long as fans have a valid pre-order receipt. Kotaku has all the details on how to submit your receipt and receive your credit. The site also notes that Blizzard didn't get a dime of the original GAME pre-order payments, and is essentially taking one for the team by offering affected customers a free copy of Diablo III.

        MassivelyBlizzard awarding Australian GAME customers free copy of Diablo III originally appeared on Massively on Tue, 15 May 2012 09:30:00 EST. Please see our terms for use of feeds.

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        Star Trek Online dev not concerned with losing global playability for the sake of lock boxes

        Posted: 15 May 2012 07:00 AM PDT

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        STO image
        Lock boxes in Star Trek Online -- love them or leave them, right? Well now it may be more of an issue of Cryptic leaving you if your country has an issue with them.

        When a discussion on the Jupiter Force forums noted that certain countries may have legal issues with lock boxes in the game, STO developer @borticus chimed in that the "most likely course of action here, if any is taken, is that STO becomes unplayable" in that country. When the conversation turned towards the loss of revenue from losing said countries, @borticus replied that probably less revenue would be lost from losing a country than abandoning lock boxes.

        Could lock boxes be making enough of a profit that losing an entire country's player base is a worthy trade off? It sounds like it. Anyone hoping that lock boxes were a temporary fad may want to stop holding their breath.

        [Thanks to "Some Guy" for the tip!]

        MassivelyStar Trek Online dev not concerned with losing global playability for the sake of lock boxes originally appeared on Massively on Tue, 15 May 2012 09:00:00 EST. Please see our terms for use of feeds.

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        Blade & Soul on track to launch in Korea this July

        Posted: 15 May 2012 06:30 AM PDT

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        Blade & Soul
        If all goes well, NCsoft's Blade & Soul will be making its public debut in July. That's the good news; the bad news is that the launch will be confined to Korea for the time being.

        The company recently announced in an earnings call that the title is on track to go into open beta testing by June and then launch this July. There's some hope at NCsoft that the release of Diablo III will grow the potential gamer audience in the country, an audience that could be attracted to Blade & Soul come this summer.

        Currently the game is in closed beta, with the next round of testing commencing on May 22nd. ThisIsGame reports that Blade & Soul has stirred up controversy with testers due to a vitality system that limits how fast a player can advance his or her character.

        MassivelyBlade & Soul on track to launch in Korea this July originally appeared on Massively on Tue, 15 May 2012 08:30:00 EST. Please see our terms for use of feeds.

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        The Daily Grind: Would you miss PvP if it disappeared from your favorite MMO?

        Posted: 15 May 2012 06:00 AM PDT

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        Star Trek Online - Klingons fighting
        Last weekend's dev post about the sorry state of PvP in Star Trek Online was a fascinating microcosm of everything that's controversial about one of the MMO industry most divisive topics. Cryptic's mea culpa regarding horribly flawed mechanics was news in and of itself, never mind the fact that Dan "Gozer" Griffis also went a step further and said that PvP could be excised from the game entirely because its usage and overall impact are insignificant.

        PvPers bristled at that notion, and many responded with variations on "well of course we don't play it because the implementation sucks." This led us to wonder about the importance of PvP in MMORPGs as well as the percentage of players who care about its inclusion. For today's completely unscientific and anecdotal morning poll, we'd like to know your thoughts on the matter. Are you apathetic or opposed to PvP, or would you miss it if it disappeared from your favorite MMO?

        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: Would you miss PvP if it disappeared from your favorite MMO? originally appeared on Massively on Tue, 15 May 2012 08:00:00 EST. Please see our terms for use of feeds.

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          Diablo III launch day roundup

          Posted: 15 May 2012 05:00 AM PDT

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          Diablo III title image
          It's been a decade in the making, but today Diablo III finally arrived. The past few months have been filled with Diablo III news and more data than you can imagine, from speculation on the release date to details of gameplay and the different difficulty modes available. We've seen five epic class reveals on the Darkness Falls, Heroes Rise launch site and a series of unlocks that ended with the awesome animated Wrath of Angels short.

          In this launch article, we pull together some of the top Diablo III news from the past few months. If you're playing the game today (or not!), be sure to check out our top five tips for making the most of your first few days in Diablo III.

          Continue reading Diablo III launch day roundup

          MassivelyDiablo III launch day roundup originally appeared on Massively on Tue, 15 May 2012 07:00:00 EST. Please see our terms for use of feeds.

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            Fable developer seeking online game designer for 'ambitious new project'

            Posted: 14 May 2012 09:30 PM PDT

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            Lionhead Studios logo
            Hey guys, since long-standing single-player titles' becoming MMOs is all the rage these days, did you know that the folks at Fable developer Lionhead Studios are looking to hire someone with a deep understanding of online multiplayer games to help them "define the multiplayer levels and experience of [their] ambitious new project"? Because according to the official job listing at Microsoft, they totally are.

            Of course, the first thing that came to our minds was could this mean a Fable MMO? Well, it could, but we're not sure yet. All we know right now is that Lionhead is looking for help to design a particularly ambitious (cough) online game, and if you take into consideration that late last year the studio was looking for an MMO-oriented programmer... well, fans of the Fable series or the studio itself should definitely keep their eyes on this one.

            MassivelyFable developer seeking online game designer for 'ambitious new project' originally appeared on Massively on Mon, 14 May 2012 23:30:00 EST. Please see our terms for use of feeds.

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            RIFT introduces three-faction PvP with Conquest

            Posted: 14 May 2012 09:00 PM PDT

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            Screenshot -- RIFT
            RIFT players have been speculating about what the much-hyped but little-revealed PvP announcement for the title would be, but now it's official: RIFT is bringing out three-faction warfare. In a post on the RIFT official site, Trion Worlds has introduced the Conquest PvP mode, which is a "no-holds-barred, interdimensional battle" in which players can choose from one of three factions (the power-hungry Dominion, the noble Oathsworn, and the knowledge-seeking Nightfall) and take part in a three-way battle to answer one poignant question: "What is the role of the Ascended in the cosmos? To rule, to protect, or to ascend?"

            Players eager to become a part of the Conquest won't have to wait long. This Thursday, May 17th, at 7:00 EDT, Trion will be bringing Conquest to the public test server. All you have to do to get on the action yourself is head on over to the game's PTS "getting started" page and follow the instructions, and voila. So get out there and prepare for war, Ascended; it's time to conquer!

            [Thanks to Valorith for the tip!]

            MassivelyRIFT introduces three-faction PvP with Conquest originally appeared on Massively on Mon, 14 May 2012 23:00:00 EST. Please see our terms for use of feeds.

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            Captain's Log: A new perspective on STO's endgame

            Posted: 14 May 2012 07:00 PM PDT

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            STO
            For a veteran Star Trek Online player, it can be very easy to get mired in the game's seemingly soulless endgame. From restricted (time-gated) play to lackluster PvP to grinding strategic task force missions and dailies, sometimes it's difficult to find reason to log in at all, let alone on someone else's schedule.

            There are always a few options, however. Of course, these ideas aren't going to be everyone's cup of raktajino, but they're a start, and I want to take some time to discuss two possibilities that may help to provide a distraction while we all wait for fleet starbases, Tholians, and Ferasan (the new cat-like species to be released for the Klingon faction).

            Continue reading Captain's Log: A new perspective on STO's endgame

            MassivelyCaptain's Log: A new perspective on STO's endgame originally appeared on Massively on Mon, 14 May 2012 21:00:00 EST. Please see our terms for use of feeds.

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              Rumor: 38 Studios may be having financial trouble

              Posted: 14 May 2012 06:20 PM PDT

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              In fairness, the MMO was always about 50-50 on happening.
              38 Studios is one of many developers whose first big game (Kingdoms of Amalur: Reckoning) was rumored to lead into an MMO further on down the line. It looks like there may be storm clouds on the horizon before that project even gets moving, however, as the company may be facing financial issues. Rhode Island Governor Lincoln Chafee has apparently been meeting with owner Curt Schilling to work on "different issues," with Chafee noting that his administration has always tried to ensure that Rhode Island companies remain financially solvent.

              If you consider that Rhode Island invested about $75 million in the company, it's obvious that the government has an interest in making the company remain viable over the long term. Kingdoms of Amalur: Reckoning was a moderate hit, but that might not be enough for the company as it develops. We'll have more on this story as it develops, hopefully with better news.

              MassivelyRumor: 38 Studios may be having financial trouble originally appeared on Massively on Mon, 14 May 2012 20:20:00 EST. Please see our terms for use of feeds.

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              Learn the basics of Diablo III gameplay

              Posted: 14 May 2012 06:00 PM PDT

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              Diablo III
              Massively's sister site WoW Insider brings us this special bonus article tonight on the basics of Diablo III for folks who normally play MMOs like World of Warcraft. Enjoy the rest of Joystiq's WoW team's Diablo coverage over on WoW Insider, and stay tuned for our own Diablo III launch roundups tomorrow morning!

              Since Diablo II was released 12 years ago, it's safe to say that Diablo III will be the first Diablo title many people will have ever played. It's one of the most anticipated titles of the season and is attracting countless new players to the genre. We've received a number of questions asking how this game is even played -- and if it has anything in common with your favorite MMOs.

              We have you covered.

              The core of Diablo gameplay is the mouse click. You do everything from combat to looting to movement with your mouse, and your interactions with your keyboard are extremely minimal overall. On Twitter recently, many Diablo diehards have mentioned they were buying a new mouse specifically to use with Diablo III -- and that's not a bad idea. No, we're not talking a brand-new $80 Razer Naga; we're talking some $10 to $15 thing you can pick up off of a department store shelf. You want a mouse that you're not going to mourn when your buttons inevitably give out from the mountain of abuse you're about to unleash upon them. Grab something cheap and disposable so that when it dies, you will consider it a victory -- just another technological corpse for the bone pile.

              Continue reading Learn the basics of Diablo III gameplay

              MassivelyLearn the basics of Diablo III gameplay originally appeared on Massively on Mon, 14 May 2012 20:00:00 EST. Please see our terms for use of feeds.

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                Not So Massively: Diablo III launch and DreamHack Summer 2012

                Posted: 14 May 2012 05:00 PM PDT

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                Not So Massively title image
                Diablo III became potentially the most pre-ordered PC game in history this week, breaking both Blizzard's personal pre-order records and online retailer Amazon's. The game is set to launch at midnight tonight, unlocking physical copies and digital installers. Diablo-inspired free-to-play dungeon crawler Path of Exile approaches its own launch this week with the release of its penultimate version 0.9.9 patch.

                League of Legends announced its upcoming MSI Beat IT tournament at DreamHack Summer 2012, with a prize fund of $40,000 US and a series of public online qualifiers. Bloodline Champions revealed its own $10,000 DreamHack tournament, with open in-game qualifiers scheduled for next weekend. Valve announced details of the second Dota 2 world championship, a series that started with last year's $1.6 million US tournament.

                Blizzard settled its lawsuit with Valve this week, renaming Blizzard DOTA to Blizzard All-Stars but securing the continued non-commercial use of the DotA name for the fan community. Heroes of Newerth released its incredibly successful new Midwars game mode, and Rise of Immortals put forth its official immortal spotlight for new immortal Nauria.

                Continue reading Not So Massively: Diablo III launch and DreamHack Summer 2012

                MassivelyNot So Massively: Diablo III launch and DreamHack Summer 2012 originally appeared on Massively on Mon, 14 May 2012 19:00:00 EST. Please see our terms for use of feeds.

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                  New MOBA SmashMuck Champions fights its way into closed beta this month

                  Posted: 14 May 2012 04:30 PM PDT

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                  Screenshot -- SmashMuck Champions
                  Watch out, MOBA fans: A new challenger has appeared! Indie game developer Kiz Studios announced in a press release today that its upcoming MOBA title, SmashMuck Champions, is set to enter closed beta this month. Of course, if you're anything like us, you're probably wondering what the heck a SmashMuck Champions is.

                  According to the game's official site, the title is "a free-to-play action/strategy game featuring online multiplayer combat" in which players "build and train their own SmashMuck teams... to do battle in the toughest sport on Planet Muck." Gameplay-wise, the game seems to be your standard MOBA with a few not-so-standard twists. The addition of persistent champion gear plus interesting new mechanics such as stat-boosting training routines aim to put a new spin on the old formula. But hey, you don't have to take our word for it. The game will be entering closed beta testing on May 27th, so if you're a MOBA fan looking for a new thrill, just head on over to the game's official site and sign up for yourself. Oh, and while you're at it, don't forget to check out the game's latest official trailer after the cut.

                  [Source: Kiz Studios press release]

                  Continue reading New MOBA SmashMuck Champions fights its way into closed beta this month

                  MassivelyNew MOBA SmashMuck Champions fights its way into closed beta this month originally appeared on Massively on Mon, 14 May 2012 18:30:00 EST. Please see our terms for use of feeds.

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                    Next beta weekend for The Secret World announced

                    Posted: 14 May 2012 04:00 PM PDT

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                    I maintain that this really isn't all that unusual for New England.
                    If you enjoyed the first peek into the secrets of Funcom's upcoming game, you'll be happy to know that The Secret World's second beta event has already been announced. The next weekend event starts on May 18th at noon EDT and runs until May 21st at 3:00 a.m. EDT. Several European sites will be giving away keys for this particular beta, but players who have pre-ordered the game beforehand will automatically have access to this event.

                    The new event will feature a number of new areas, quests, and storylines. Players can learn more about the residents of Kingsmouth who have held out despite the town's current state as well as meet representatives of the Orochi Corporation observing the dark occurrences. Plus, all of the previous weekend's content will be available, so if you didn't get a chance to take part in the last test, you'll have plenty to explore within the horror-filled world.

                    MassivelyNext beta weekend for The Secret World announced originally appeared on Massively on Mon, 14 May 2012 18:00:00 EST. Please see our terms for use of feeds.

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                    Storybricks demo and interview with Brian 'Psychochild' Green and Kelly Heckman

                    Posted: 14 May 2012 03:00 PM PDT

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                    Screenshot -- Storybricks
                    Namaste Entertainment's upcoming MMO-narrative-building toolset, Storybricks, is quickly picking up steam among the massively multiplayer gaming community. The quirky title recently released a public alpha client to coincide with the project's Kickstarter campaign, and I had the opportunity to sit down with Namaste's Brian "Psychochild" Green and Kelly Heckman for a tour of the client as well as a short interview on what the future holds for the toolbox-cum-MMOG project.

                    Follow on past the cut and join me as I try to pinpoint Namaste's goals for the future of Storybricks.

                    Continue reading Storybricks demo and interview with Brian 'Psychochild' Green and Kelly Heckman

                    MassivelyStorybricks demo and interview with Brian 'Psychochild' Green and Kelly Heckman originally appeared on Massively on Mon, 14 May 2012 17:00:00 EST. Please see our terms for use of feeds.

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                      Allods Online prepares players for patch 3.0.2 with a new mini-site

                      Posted: 14 May 2012 02:00 PM PDT

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                      Allods Online
                      Allods Online's mascots are back for another humorous video, as Troll and Crab try their hands (claws) at making potions. It doesn't quite go as expected, but it's hard to blame Crab for what happens (he's just an earnest little guy). This is all to promote the game's newest update, patch 3.0.2, which promises to be a savory concoction for players to quaff. Over the weekend, gPotato opened up a new mini-site to promote the update and has since posted several new articles highlighting the changes.

                      Some of patch 3.0.2's big selling points include a revamp of the Alchemy profession, the ability for pets to do the looting, a neat-sounding mentor system, a new skirmish called The Deserted Farm, a free-for-all treasure hunting space, a new raid boss, and better questing.

                      Before you head over to see all of the patch changes, make sure to catch up on the latest episode of Troll and Crab after the break!

                      [Thanks to Alex for the tip!]

                      Continue reading Allods Online prepares players for patch 3.0.2 with a new mini-site

                      MassivelyAllods Online prepares players for patch 3.0.2 with a new mini-site originally appeared on Massively on Mon, 14 May 2012 16:00:00 EST. Please see our terms for use of feeds.

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                      Wings Over Atreia: This little Daeva went to market...

                      Posted: 14 May 2012 01:00 PM PDT

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                      Wings Over Atreia
                      Milk
                      Bread
                      Red Shell Potcrab
                      Life Leaf
                      Bulldozer...


                      You all know the old adage "Never go grocery shopping while hungry," right? It is sound advice for avoiding filling your cart with impulse purchases that might decimate your budget (and your waistline). How many of you have also used the shopping list tactic to try to minimize said impulse purchases? Well, you just might want to put that skill into practice when visiting Aion's BlackCloud Marketplace.

                      When the BlackCloud Marketplace launched last month, the inventory had pretty slim pickings for a game that needed to make all of its profit from the cash shop. Since all content in Aion is free, we knew more things would appear; it was just a matter of what and when. And even while there was still some trepidation about what items would be introduced over time (how many would play into the whole pay-to-win debate?), Daevas looked forward to new offerings and wondered what would be available next.

                      Wonder no more! Those little Shugos came in last Wednesday and stocked the marketplace shelves with over 100 new items. Some items were expected, some were not, and some were even clamored for by the masses. To help you construct your shopping list before heading to the store, Wing Over Atreia has perused the aisles for you to find what's new, what's interesting, and what's on special.

                      Continue reading Wings Over Atreia: This little Daeva went to market...

                      MassivelyWings Over Atreia: This little Daeva went to market... originally appeared on Massively on Mon, 14 May 2012 15:00:00 EST. Please see our terms for use of feeds.

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                        TERA Tome database unleashes the mysteries of Arborea

                        Posted: 14 May 2012 12:00 PM PDT

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                        Screenshot -- TERA
                        TERA players, have you been spending weeks trying to find that one perfect weapon? Or maybe you just want to know which mob drops the crafting mats you need to pimp out your gear. Either way, the ZAM Network is here to help. En Masse Entertainment has announced on the official TERA site that ZAM's TERA database, alliteratively named TERA Tome, is live and kickin'.

                        The current version of the site includes all of the nifty features that players have come to expect from ZAM's MMO databases, such as information on quests, items, and abilities as well as helpful forums and comments. Players trying to get a handle on their character's build should also find the site handy thanks to its useful glyph calculator that allows players to survey all currently available glyphs without the need to set foot in the game. Just head on over to the recently launched site to crack open the tome.

                        MassivelyTERA Tome database unleashes the mysteries of Arborea originally appeared on Massively on Mon, 14 May 2012 14:00:00 EST. Please see our terms for use of feeds.

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                        Leaderboard: EverQuest II's housing vs. Aion's housing

                        Posted: 14 May 2012 11:00 AM PDT

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                        Leaderboard
                        Everyone loves player housing, right? Oh, quiet you in the back. Look into my eye: Everyone loves player housing. It is the number one most requested, demanded, and mandatory feature of every MMO. In terms of priority, "having monsters to kill in the game" is lower than giving us sweet pads to decorate. This is the way the virtual world should be and always has been.

                        Well, now that I've dipped into the well of delusion, it's time to emerge with my hair sopping wet and my mind open to the possibility of a player housing revival. With the advent of Aion's 3.0 update, players in this now-free-to-play game can move into a suburban dreamhouse and spend countless hours figuring out the exact decor to match the subtle majesty of the bathroom's toilet.

                        But is it enough to challenge the de facto leader of player housing, EverQuest II? Mountains of novels have been written on this game's housing system, novels that were then used to construct a giant book fort in the middle of the grand ballroom. Because that's just how flexible that system can be.

                        So pitted against each other in an interior design contest, which game would emerge triumphant? Cast your vote after the jump!

                        Continue reading Leaderboard: EverQuest II's housing vs. Aion's housing

                        MassivelyLeaderboard: EverQuest II's housing vs. Aion's housing originally appeared on Massively on Mon, 14 May 2012 13:00:00 EST. Please see our terms for use of feeds.

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                          Latest Gaming and MMORPG Updates

                          Latest Gaming and MMORPG Updates


                          Kingdoms of Amalur developer in financial trouble

                          Posted: 14 May 2012 09:38 PM PDT



                          [Source] I am surprised EA is not helping a lending hand so far. The developer of Kingdoms of Amalur: Reckoning, 38 Studios, is apparently embroiled in a financial with the local authorities of Rhode Island. You see, the studio was promised a loan of USD 75 million back then to move to the area, which was criticized by then governor candidate Lincoln Chafee. Now that he is the governor, things will not be going as smoothly as planned.


                          38 Studios is currently developing “Project Copernicus”, apparently the MMO version of Kingdoms of Amalur: Reckoning. With a AAA grade MMO requiring around USD 50 million in development costs, any possible deduction in the loan amount (I suspect a hefty one) will no doubt cast the game production in doubts. Talks are ongoing to make the studio “solvent”, which no doubt means there is a bigger trouble than just funds for developing the MMO.

                          Similar Article can be found at: http://www.mmoculture.com/2012/05/kingdoms-of-amalur-developer-in.html

                          Resistance Burning Skies’ Multiplayer Feels Like a Small Version of Traditional FPS Shooter Gameplay

                          Posted: 14 May 2012 09:38 PM PDT

                          Religion and civilization have gone hand-in-hand throughout human history, with gods and their mouthpieces alternately hindering and inspiring humanity every step of the way. That’s why Civilization V felt a bit off when it hit us about a year and a half ago and was missing a few things we’d come to take for granted in the previous iterations. Religion and its best buddy subterfuge were either absent or folded into the Piety branch of its social policy tree, with temples and whatnot contributing to the ever-more-broad “culture” statistic. Religion always existed in the background of Civ V, from cathedrals to a huge number of biblical verses doled out for researching everything from animal husbandry to frickin’ laser beams, but it was no longer present as a distinct element of strategy. When it came to religion as a tactical tool, the relevant quote seemed to be, “God is dead.”

                          Well, now we’re getting a chance to make him in our own image. Faith is the new currency, and once we have enough we’re given a Great Prophet. The first one we’re graced with can found a pantheon, be that a war god that grants more faith when we win battles, a namby-pamby healing god that restores units that end a turn next to a friendly city, or a whole slew of other crazy stuff people are raring to fall on their knees in front of. Our second prophet can turn that half-assed belief into a true religion, tacking on tenets like tithing (if you’re into accumulating more gold) or holy warriors (which grant the ability to purchase pre-industrial land units with faith). Followers passively pressure neighboring cities to join their particular theological club, but for a more direct approach we can send those prophets and missionaries to neighboring cities to directly convert the population. Nobody really likes that, so expect diplomatic repercussions, and prepare your own cities with inquisitors to keep the faith pure… or just fill the besandaled heretic with arrows when he starts down the palm-leaf-covered road to your own holy city. It’s an act of war, sure, but at least the simulation isn’t detailed enough to take martyrdom into account. That’d really make a mess of things.

                          Similar Article can be found at: http://www.1up.com/previews?cId=3187028

                          Battlefield Getting a Call of Duty Elite-Style Service Makes Perfect Sense

                          Posted: 14 May 2012 09:38 PM PDT

                          Battlefield 3

                          Downloadable content has been one of the most popular trends this generation. Last year Activision tried to find out if a market exists for a subscription service for a non-MMO with Call of Duty Elite. As the latest numbers peg Elite subscriptions — which cost $50 a year, or were free with Modern Warfare 3‘s Hardened Edition — at 2 million, an audience does apparently exist that is willing to fork over money for more than just a la carte DLC. Electronic Arts is now rumored to be preparing a premium service for the Battlefield series which is said to be launching in only a few weeks’ time.

                          Battlefieldo reported on Friday a “very reliable source” had shared with it a timeline for the forthcoming updates Battlefield 3 is receiving. In addition to a mention of a fifth expansion pack (beyond the already released Back to Karkand and the previously announced Close Quarters, Armored Kill, and End Game) is a strategy guide being released in June and, more notably, something called Battlefield Premium.

                          “Battlefield Premium will land you a number of content drops with unique in-game items not available anywhere else,” reads a description provided to Battlefieldo. “First out is the one-of-a-kind Premium knife and black dog tag, plus a set of soldier camos, weapon camos, dog tags and Assignments that will make sure you stand out and get more personalization options.”

                          Neither EA nor DICE have officially confirmed the existence of Premium, which is reportedly scheduled for release on June 4. That date is significant because it is the same day as EA’s E3 press conference. It’s not difficult to imagine the service being unveiled and released on the same day, particularly if the goal is to have this out before any other DLC packs are released. (Close Quarters is scheduled to be out in June.)

                          Battlefield 3

                          The description Battlefieldo received doesn’t make it clear if this service will include the game’s downloadable content similar to the way Call of Duty Elite includes all of Modern Warfare 3′s DLC. If it’s limited only to things like camo and in-game items, that will greatly limit its appeal. As great as all of the extras Elite provides are, it’s the DLC that is the main attraction. There is a hardcore set of fans that know they’ll be playing the latest Call of Duty game for the next year and will be buying all of its DLC; it only makes good sense to save $10 and get the DLC at a discount, not to mention sooner than they would otherwise. Opting to focus on cosmetic extras and assignments (the latter of which are something I would hope all players get) would be a missed opportunity. It would also be controversial if the exclusive in-game items include anything that can be perceived as giving players with them an advantage. Elite, love it or hate it, does not provide players with weapons, attachments, or perks other players do not have access to.

                          Regardless of what the particulars are, it’s almost a given that we see some kind of subscription service come to Battlefield. Electronic Arts has made digital growth a priority, and it’s an area it has seen success in. The combination of The Old Republic subscriptions, Origin, and The Sims Social have done well for the company, and Battlefield is among its biggest brands. Leveraging that with a subscription, even if it isn’t going to attract nearly as many players as Elite (which is to be expected, as Elite offers a great deal and Call of Duty has a much larger userbase), would be a natural move.

                          EA and Activision are not the greatest of friends, yet the job Activision did with Elite has been met with praise even from its greatest rival. Without naming names, CEO John Riccitiello referred to Elite as a “best-in-class performance” during an investors conference call earlier this year. With Battlefield clearly aimed at toppling Call of Duty, it only makes sense to do the same with Elite.

                          Assuming Battlefield Premium is, in fact, a subscription service as many have presumed, its availability for Battlefield 3 would, unlike the service itself, which is inevitable, be somewhat unexpected. Releasing something like this almost eight months after launch would be peculiar; it would be easier to attract subscribers by coinciding its launch with that of a game, as Activision did with Elite and Modern Warfare 3. For EA it may, however, be preferable to waiting for the launch of the next Battlefield as that is not coming until at least later next year. Medal of Honor Warfighter will launch this fall in the spot Battlefield occupied last year, and support for BF3 will continue on past the one-year mark as evidenced by the End Game DLC being scheduled for release this winter (and the rumored fifth expansion coming sometime after that). EA and DICE may be wanting to get their feet wet in the subscription space before pushing Battlefield Premium much harder with the release of the next game in the series.

                          The bottom line is, whenever it comes and under whatever name — I hope ‘Battlefield Premium’ is only a placeholder — Battlefield is likely to get the Elite treatment, and it’s unlikely to be the last big franchise that can be said of.

                          Similar Article can be found at: http://www.1up.com/news/battlefield-call-of-duty-elite-service

                          Diablo 3 installer now live

                          Posted: 14 May 2012 03:37 PM PDT

                          Though you can't play the game until 23.01 BST tonight, Blizzard has unlocked the game's installer so you can get set to play the moment the game goes live.

                          Blizzard's Community Manager has already Tweeted about inevitable teething issues, but offers some words of advice if you're running into trouble:

                          "Most installer issues should be resolved at this point. If you see something let me know the issue and region.

                          "If you're running into any download or install issues, the streaming client has replaced the previous downloaders, and could help."

                          Those that pre-ordered the game via Amazon.co.uk were also notified that Diablo 3 has been dispatched today, meaning they should arrive first thing tomorrow.

                          Similar Article can be found at: http://www.totalpcgaming.com/latest-pc-news/diablo-3-installer-now-live/

                          Sonic the Hedgehog 4 Episode II Review: Blue Renewed

                          Posted: 14 May 2012 03:37 PM PDT

                          It wasn’t too long ago that
                          Sega gave us Sonic the
                          Hedgehog 4 Episode I
                          , a new 2D
                          Sonic game that aped the original Genesis games. It wasn’t amazing, but
                          wasn’t exactly the grand betrayal many made it out to be, either.
                          Nevertheless, it was defecated on by the gaming public for many reasons
                          ranging from the valid to the insane. Sega apparently acknowledged the
                          vitriol and spent a couple of years producing Sonic the
                          Hedgehog 4 Episode II
                          , redoing
                          the graphics, adding a couple of new features, and addressing the
                          myriad of quirks that only added to Sonic 4′s bad reception. The result
                          is a game that neutralizes virtually all of the bullshit that stood out
                          in its predecessor, though on the whole, it carries a tradition that
                          probably still won’t sit well with Sonic purists.

                          The set-up is about as pure as
                          can be, though: as usual, Dr. Eggman is up to no good, so Sonic, joined
                          this time by trusty pal Tails, dashes through a handful of different
                          worlds to defeat Eggman and Metal Sonic, the sub-antagonist from Sonic
                          CD. Sega’s earlier insistence that Episode II had anything to do with
                          Sonic CD was tenuous at best, as it basically begins and ends with the
                          presence of Metal Sonic, and Episode II’s stages are more a melange of
                          references to Sonic 2
                          and 3.
                          But that was
                          just marketing, and regardless, those stages look pretty good. Whereas
                          Episode I had a decidedly plastic pre-rendered look to it, Episode II’s
                          stages, like the lush Sylvania Castle or the rolling dunes of the Oil
                          Desert zone, don’t rely on 2D assets and look downright gorgeous at
                          times instead of looking cheap and pasted-in. In that sense, it’s a
                          different game for sure.

                          sonic

                          Similar Article can be found at: http://www.1up.com/reviews?cId=3187134

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                          Valve and GameStop Sensibly Team Up to Offer Steam Codes In-Store

                          Posted: 14 May 2012 03:37 PM PDT

                          Steam Wallet

                          Starting today you can purchase Steam Wallet codes at GameStop stores. These codes, which are available in $20 and $50 denominations, can be added to a Steam account and used to purchase content through Valve’s immensely popular digital distribution service. This move may come as a surprise to some as GameStop last year purchased Steam competitor Impulse, yet it actually is a very sensible move for both sides.

                          For GameStop, this is another way for it to insert itself into the sale of digital content. It already offers things like downloadable content and points for the console manufacturers’ respective platforms, as well as (more recently) digital PC games through Impulse. Getting a cut of money spent on Steam is an obvious benefit, but there is more to it than that.

                          The ability to take old games and trade them in for Steam credit may have the same effect that the availability of Impulse games could have: Gamers who ordinarily don’t visit GameStop or sell their games may now be inclined to do so. The used games business is incredibly lucrative for GameStop, and while it would probably be more beneficial to its bottom line for people to spend their store credit on used games, this may still generate business that it did not see before. And who knows, some of those people wandering in to get Steam credit in exchange for their old games might end up buying something in-store they would not have otherwise. Speaking for myself, I rarely visit GameStop anymore, but knowing some of my old games I never play anymore can be turned into money that can be spent on Steam gives me a reason to change that.

                          And it’s not as if offering Steam Wallet codes prevents GameStop from still putting Impulse front and center. These are essentially gift cards for Steam being sold, not games; GameStop sells individual digital games from Impulse in-store, which might be more appealing to consumers who want a digital game and don’t have any preference for where the game is downloaded. GameStop is also still free to bundle different versions of a PC game together for an added cost (like a physical and digital version, or a physical and streaming version) as I originally theorized it might when it acquired Impulse and streaming tech company Spawn Labs last year.

                          It was the company’s ownership of Spawn Labs which caused a controversy last year that might make this Steam deal come as somewhat of a shock. PC copies of Deus Ex: Human Revolution were packaged with a code for a free OnLive version of the game. GameStop was unaware of this when it began stocking the game, and when it was discovered it instructed employees to open the game, remove the code, and then sell the game as new without informing customers. As customers cried foul, GameStop pulled copies of the game until they could be replaced with ones that did not contain the codes, claiming it does not promote competing services “without a formal partnership.” (An internal memo noted Spawn Labs is developing a streaming service, which is what makes OnLive a competitor.) GameStop ultimately apologized to customers and offered a $50 gift card to those who were affected.

                          Steam Wallet

                          From Valve’s perspective, this deal opens up Steam to a new demographic. Those who are averse to buying things online now have a way of becoming Steam customers without their credit card numbers ever having to be entered into a computer. By extension, this allows for those without credit cards or PayPal to spend money on Steam. Offering the codes at GameStop also opens the door for gamers to make purchases on Steam without having any money to spend, only physical games they’re willing to part ways with.

                          But more important is the impact this has on the relationship between retail and publishers. The reality of digital distribution is it has the potential to cut out retail altogether. At some point in the future that may not worry publishers, but at this point in time retail is still of critical importance to them, and they are therefore hesitant to put more strain on that relationship than they have to.

                          The important role retail plays is precisely what Electronic Arts COO Peter Moore preached recently. “We love what retail does for us. We love its ability to create massive launches and create excitement,” he said last week, Gamasutra reports. “GameStop probably sees three million hardcore gamers walk through their doors every day, and that’s a marketing opportunity for us.” He also pointed out how many consumers don’t have credit cards, and that some of those who do are scared to use them following the PlayStation Network hack last year (not to mention the rarely-mentioned Steam breach).

                          “A lot of our consumers prefer to go into retail buy those Xbox Live or PlayStation Network cards, and retail gets a very strong margin on that,” Moore continued. “For retail, if they can evolve to be not just a physical media purveyor, but a digital media purveyor, it’ll play a very strong role in our business going forward.”

                          Publishers don’t want to risk angering retail with their forays into digital distribution while they remain key partners capable of bringing in a significant amount of revenue and helping to market new games. It’s an understandable position, albeit one Valve is helping to mitigate with this partnership.

                          Valve teaming up with GameStop should help to downplay concerns about retail being left behind. Doing so also establishes a presence at retail that did not exist previously. In other words, Valve is helping publishers to alleviate retail partners’ worries and expanding the market for their products to be sold to while also increasing the size of Steam’s userbase. And with gamers only getting more options for how they can buy games on Steam — and increasing pressure on its competitors to do something to compete — there really is no downside for anyone involved.

                          Similar Article can be found at: http://www.1up.com/news/gamestop-offer-steam-codes

                          The Problem with Preservation

                          Posted: 14 May 2012 03:37 PM PDT

                          Note: There are some terms used throughout this piece that some readers may not familiar with. These are linked to outside articles that can add clarity.

                          Nothing lasts forever, not cold November rain, and not video games. The battery in your Earthbound cartridge will die, the cathode tube in that old Joust cabinet will burn out. Even code isn’t immortal; emulators — software that mimics old hardware to run classic games — don’t always offer a perfect solution, so that version of Super Mario Bros. on your PC might be close to the original, but not entirely. Time spares nothing. You’d think that between the twin marvels of emulation and digital distribution, it would at least be easier to preserve classic gaming. Anyone who’s played an emulated PlayStation 2 game on their PlayStation 3 knows it’s not that simple, that even something as basic as a new television standard can greatly alter a classic experience.

                          Hence the boom of HD re-masters in the past three years. These collections of games from the final standard definition console generation have been remade to look prettier and play smoothly on the Xbox 360 and PlayStation 3. What started with a trickle of successful reissues like the God of War Collection in 2010 and even earlier with downloadables like the Xbox Live versions of Perfect Dark and Banjo-Kazooie has now become a flood. The Jak Collection, Ico and Shadow of the Colossus, Metal Gear Solid HD Collection; the best games of last decade are getting a new life.

                          God of War Collection Spot Art

                          Sometimes, though, that second life is none too pretty. Players of the new Devil May Cry Collection found versions of Dante’s adventures that were somewhat easy on the eyes during the fast-paced sword fighting, but painful and blurry to look at during the cinemas and even in menus. It turns out that properly re-mastering a game for a new generation of machines is as delicate an art as actually making a game. Preservation is no easy task.

                          How do you do it right? Of the many different studios that have put together some of these HD re-masters, they all agree that doing it makes for a huge undertaking. “The easiest thing to screw up is underestimating the task at hand,” says Glen Egan, President of Sanzaru Games. Sanzaru put together last year’s Sly Collection, re-masters of Sucker Punch’s Sly Cooper games.

                          Sly Collection Spot Art

                          Tomm Hulett, Senior Associate Producer of Konami’s Silent Hill Collection agrees. “Game re-mastering isn’t a quick and easy process. That first God of War Collection came out and did really well, and I think a lot of companies saw it as a good way to make a quick buck off old stuff. If you want to make a definitive version of a game, expect a serious time commitment. It’s been more than two years since we began the Silent Hill Collection project. That’s how long it took to make Silent Hill 2 in the first place.”

                          Similar Article can be found at: http://www.1up.com/features/the-problem-with-preservation

                          DK Online (KR)

                          Posted: 14 May 2012 11:57 AM PDT


                          Another day, yet another new Korean MMO developer and publisher. DK Online: The Legend of Dragon Knights is the maiden title for studio RPG Factory, once again boasting various veterans from the gaming industry working on the development team. DK Online is focused on open world Player Kill (PK), castle siege and a title and politics system.


                          The PK system is said to follow that of Lineage’s, which I never played before. There is a chance for an equipment to go bust if a PK is successful, while equipments in DK Online can be upgraded normally with no requirements to wear them. Skill books can only be dropped by killing various mobs.


                          There are currently 4 classes in the game, being the Warrior, Paladin, Sorceress and Warlock. Interestingly, among the classes, there is the title and politics system as well. For example, some Warriors might gain the title of Earl, some Paladins might gain the title of Bishop and so on.  The titles are categorized into S, A, B and C, with the former the highest ranking (Supreme). There are also 4 races revealed, including Human, Lycan, Elf and Grayelf.


                          All these titles will be bestowed according to a number of requirements, for example the number of kills and contributions made in a siege war, elections etc. Each server will also have a fixed number of 100 Supreme players, meaning the highest title in each class. There will be features like the tax system added into the mix as well.


                          Just being curious, looking at the game content and artwork, can you guess which Korean MMORPG did one of DK Online’s main development staff worked on before and hence drew inspiration from?

                          Similar Article can be found at: http://www.mmoculture.com/2011/10/dk-online-kr-seeking-glory-through.html

                          Diablo III

                          Posted: 14 May 2012 09:37 AM PDT



                          Less than 2 hours before the digital copies of Diablo III can be installed and less than 24 hours before the game servers open, I thought it would be nice to have a recap on a previously posted video which outlines the birth of the Diablo franchise. Seriously, you have got to appreciate the founding of Diablo which came as a coincidence since it was first a turn-based game.

                          Blizzard kindly uploaded a new video a few days back to talk about what Diablo III is, and it is worth a look as well. I did notice all the Asian game media outlets are very quiet on news today. Oh my, I can’t wait to get started on the game!

                          Similar Article can be found at: http://www.mmoculture.com/2012/05/diablo-iii-understand-past-shape-future.html

                          Max Payne 3 Review: Death Transformed into an Art Form

                          Posted: 14 May 2012 09:37 AM PDT

                          At one point in time, the concept of a zombie apocalypse stood as a genuinely terrifying idea. But, over the years, zombies have begun to serve a different role altogether; for the most part, they’ve become meat pinatas, assisting us in acting out our creative ultraviolent fantasies. Dead Rising and Dead Island may give us the chance to take out thousands of zombies with patently ridiculous weapons, but the badass protagonists of these particular games barely bat an eye at the moldering hordes trying to get a taste of their sweet innards. When compared to these exaggerated experiences, Telltale’s The Walking Dead feels much more like a documentary than Dead Alive; each and every undead encounter is meaningful (and horrible), and taking down a single zombie amounts to much more effort than tearing your way through wet tissue paper. This grounded approach meshes well with the typical slower pace of the traditional adventure formula, and also makes for one of the more atypical and interesting zombie games seen in quite some time.

                          After Telltale’s dreadful Jurassic Park, the company looked to be headed in a dangerous direction; JP’s QTE-based gameplay might have been highly approachable, but it removed most of what we’ve come to expect (and love) from their brand. The Walking Dead doesn’t return completely to the mechanics seen in the later Sam and Max seasons and Tales of Monkey Island, but it gives the player back some much-needed agency, rather than forcing them to undergo neverending series of button prompts. Make no mistake: the interface can’t get any simpler. The ways you can interact with objects and people have been reduced to their absolute basics, and old-school adventure game fans may be disappointed to find that the main character doesn’t have a pithy comment for every piece of background scenery. You can definitely feel Telltale’s hand guiding you throughout, though the developer has provided just the right amount of wiggle room to allow their story to be told effectively. Horror relies entirely on tension, which can easily be broken if players are allowed to meander for minutes, poking at puzzles and exhausting their character’s knowledge of everything in his pockets.

                          Similar Article can be found at: http://www.1up.com/reviews?cId=3187133

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                          Battlefield Getting a Call of Duty Elite-Style Service Makes Perfect Sense

                          Posted: 14 May 2012 06:46 PM PDT

                          Battlefield 3

                          Downloadable content has been one of the most popular trends this generation. Last year Activision tried to find out if a market exists for a subscription service for a non-MMO with Call of Duty Elite. As the latest numbers peg Elite subscriptions -- which cost $50 a year, or were free with Modern Warfare 3's Hardened Edition -- at 2 million, an audience does apparently exist that is willing to fork over money for more than just a la carte DLC. Electronic Arts is now rumored to be preparing a premium service for the Battlefield series which is said to be launching in only a few weeks' time.

                          Battlefieldo reported on Friday a "very reliable source" had shared with it a timeline for the forthcoming updates Battlefield 3 is receiving. In addition to a mention of a fifth expansion pack (beyond the already released Back to Karkand and the previously announced Close Quarters, Armored Kill, and End Game) is a strategy guide being released in June and, more notably, something called Battlefield Premium.

                          Resistance Burning Skies' Multiplayer Feels Like a Small Version of Traditional FPS Shooter Gameplay

                          Posted: 14 May 2012 04:34 PM PDT

                          Resistance Burning Skies presents another interesting facet on top of an issue I generally notice first with PSP titles and now in certain Vita ones: it's an admirable example of making a home console level experience fit onto a portable device, but it's not necessarily a good example of a great portable game. From playing the multiplayer for a couple hours, it already excels at feeling like a close approximation of a good console shooter, but its features seem to run slightly counter to the system's portable nature.

                          Burning Skies features the same bleak and oppressive aesthetic as 2011's Resistance 3, and of course, thanks to the dual thumbsticks, it generally controls like you'd expect a Resistance title to. Unlike Uncharted Golden Abyss, which felt like it had an obligation to shoehorn every Vita hardware feature into the game, Resistance: Burning Skies takes a more conservative approach to touch screen gimmickry. It took a bit of getting used to, but quickly tapping the touchscreen for a melee attack -- while not quite as immediate as clicking in a thumbstick -- didn't feel so bad. It probably helps that you're not required to swipe gestures for melee -- though some other touch screen actions called for some goofy gestures that seemed a bit impractical at times. I was content with tapping the screen to toss a grenade, as holding and swiping the arc to "aim" your toss felt a bit too distracting for me.

                          The Problem with Preservation

                          Posted: 14 May 2012 03:23 PM PDT

                          Feature

                          Header

                          The Problem with Preservation

                          Talking HD remastering with the teams behind Silent Hill, Sly Cooper, God of War, Ico/Shadow Collection, and Metal Gear Solid.

                          By: Anthony John Agnello May 14, 2012

                          Note: There are some terms used throughout this piece that some readers may not familiar with. These are linked to outside articles that can add clarity.

                          Nothing lasts forever, not cold November rain, and not video games. The battery in your Earthbound cartridge will die, the cathode tube in that old Joust cabinet will burn out. Even code isn't immortal; emulators -- software that mimics old hardware to run classic games -- don't always offer a perfect solution, so that version of Super Mario Bros. on your PC might be close to the original, but not entirely. Time spares nothing. You'd think that between the twin marvels of emulation and digital distribution, it would at least be easier to preserve classic gaming. Anyone who's played an emulated PlayStation 2 game on their PlayStation 3 knows it's not that simple, that even something as basic as a new television standard can greatly alter a classic experience.

                          Valve and GameStop Sensibly Team Up to Offer Steam Codes In-Store

                          Posted: 14 May 2012 02:37 PM PDT

                          Steam Wallet

                          Starting today you can purchase Steam Wallet codes at GameStop stores. These codes, which are available in $20 and $50 denominations, can be added to a Steam account and used to purchase content through Valve's immensely popular digital distribution service. This move may come as a surprise to some as GameStop last year purchased Steam competitor Impulse, yet it actually is a very sensible move for both sides.

                          For GameStop, this is another way for it to insert itself into the sale of digital content. It already offers things like downloadable content and points for the console manufacturers' respective platforms, as well as (more recently) digital PC games through Impulse. Getting a cut of money spent on Steam is an obvious benefit, but there is more to it than that.

                          Sonic the Hedgehog 4 Episode II Review: Blue Renewed

                          Posted: 14 May 2012 01:21 PM PDT

                          It wasn't too long ago that Sega gave us Sonic the Hedgehog 4 Episode I, a new 2D Sonic game that aped the original Genesis games. It wasn't amazing, but wasn't exactly the grand betrayal many made it out to be, either. Nevertheless, it was defecated on by the gaming public for many reasons ranging from the valid to the insane. Sega apparently acknowledged the vitriol and spent a couple of years producing Sonic the Hedgehog 4 Episode II, redoing the graphics, adding a couple of new features, and addressing the myriad of quirks that only added to Sonic 4's bad reception. The result is a game that neutralizes virtually all of the bullshit that stood out in its predecessor, though on the whole, it carries a tradition that probably still won't sit well with Sonic purists.

                          The set-up is about as pure as can be, though: as usual, Dr. Eggman is up to no good, so Sonic, joined this time by trusty pal Tails, dashes through a handful of different worlds to defeat Eggman and Metal Sonic, the sub-antagonist from Sonic CD. Sega's earlier insistence that Episode II had anything to do with Sonic CD was tenuous at best, as it basically begins and ends with the presence of Metal Sonic, and Episode II's stages are more a melange of references to Sonic 2 and 3. But that was just marketing, and regardless, those stages look pretty good. Whereas Episode I had a decidedly plastic pre-rendered look to it, Episode II's stages, like the lush Sylvania Castle or the rolling dunes of the Oil Desert zone, don't rely on 2D assets and look downright gorgeous at times instead of looking cheap and pasted-in. In that sense, it's a different game for sure.

                          sonic

                          Max Payne 3 Review: Death Transformed into an Art Form

                          Posted: 14 May 2012 09:02 AM PDT

                          max payne 3

                          There's a moment in Tony Scott's 2004 film Man on Fire where Christopher Walken attempts to make someone understand just what kind of a man Denzel Washington's ex-CIA operative John Creasy is. He calmly explains that, "A man can be an artist... in anything, food, whatever. It depends on how good he is at it. Creasy's art is death, and he's about to paint his masterpiece." This statement could just as easily be used to describe the state of Max Payne in his third outing, which fittingly draws ample inspiration from Man on Fire. No matter how nightmarish his life may become, Max remains a steadfast angel of death who'll stop at nothing on his road of revenge.

                          The many story and thematic elements that Max Payne 3 shares with Scott's underrated film should not be frowned upon, but rather embraced. Anyone who's played their share of Rockstar games knows that the studio has never been one to be shy about the works of art that influence them. Without the films of Martin Scorsese, Grand Theft Auto would not exist in its current state. Without the contributions that Sergio Leone made to the western genre, Red Dead Redemption would've never been able to ride off into the sunset of gaming history. In this respect, sitting down with a Rockstar title is akin to taking a lesson from a team of true pop-culture historians, and Max Payne 3 does not disappoint in leading us on a journey through genre film and literature past.

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