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=3187141
Rage didn’t start out the way I thought it would. My idea of it was mostly based on its initial reveal some years ago: depicting a barren wasteland where people live, drive, and dress in whatever they can find. Just another Mad Max pastiche, right? So imagine my surprise when the game begins inside a cold, angled underground capsule (an “Ark”) from a forgotten time in the far-flung future. I guess post-apocalyptic worlds have to start somewhere.
It’s a harsh beginning, but Rage doesn’t let up from there. After emerging on the surface of the largely-destroyed Earth, you’re saved from certain death by a kind-hearted wasteland homesteader named Dan Hagar (voiced by John Goodman, who also played a “Dan” on Roseanne, which was more than enough to keep me from taking this character seriously). Hagar wastes no time in employing your “services” to wipe out a nearby influx of mutants, and perform a few odd jobs around his settlement and the neighbors’. You get the hang of shootin’, drivin’, and survivin’, and eventually learn more about your past as an enhanced human candidate of the “Eden” project, initiated by the oppressive powers of the Authority, who try to keep this crazy world in check… for their own gains, of course.
Similar Article can be found at: http://www.1up.com/reviews?cId=3185957
There are few better feelings than being genuinely surprised by something that you had no idea even existed. Such was the case a few hours ago when I stumbled upon the teaser trailer for Dreadline, an upcoming PC game from Eerie Canal Entertainment. Turns out this is the freshman title by Eerie Canal, a new team comprised of veterans from Irrational Games and Harmonix who worked on titles like BioShock and Rock Band. One could assume that Dreadline would include Objectivism via plastic instruments, but then one would be terribly wrong.
The game places you in the role of a team of creatures who evidently time travel just prior to infamous historical disasters and completely decimate the victims moments before their impending doom. This motley crew consists of an ornery mummy, some sort of feral cat-girl, an ominous cube that looks like it was pulled straight from a Phantasam reboot, and a homicidal child in a ghost costume.
The trailer highlights a level aboard the Titanic moments before the ship goes down. The visual style present in the tease is whimsical and crafty, creating a sort of D.I.Y. for homicidal maniacs. Although your foursome dispatch the unlucky passengers with unrelenting violence, the game seems to maintain a humorous, cartoonish element to it. Imagine if Charles Schultz had made It’s the Great Pumpkin, Charlie Brown after a particularly nasty mescaline trip, and you’ll begin to understand the tone behind Dreadline.
The final moments of the teaser give us a small glimpse of what the game will actually look like. Given the team’s pedigree, it’s no surprise that Dreadline draws heavily from 2002′s Freedom Force, which was arguably the finest superhero video game until Rocksteady revitalized Batman. There’s a safe bet that anyone who played Irrational’s gem is as excited as I am for Dreadline. A quick look at the HUD makes it seems as if you’ll be in control of all four creatures at once as you navigate these historical environments with the lone goal of facilitating a couple hundred dates with destiny.
The core concept behind the game is one rife with possibilities. If handled correctly, being able to revisit iconic disasters and cause a complete ruckus to their poor victims has the potential to be a source of fantastic dark comedy. The character designs and childish horror elements exude shades of Costume Quest, Double Fine’s phenomenal love-letter to all-things Halloween. Dreadline isn’t set to release until sometime next year, so keep your eyes on Eerie Canal’s official blog for more details surrounding this awesomely bizarre paradox of a game.
Similar Article can be found at: http://www.1up.com/news/charlie-brown-charles-manson-dreadline
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=3187141
Give us a little time with Diablo 3 itself before we complain.
It's probably a bit early for Blizzard to be talking about expansion packs for Diablo 3, but it's still surprising to hear Blizzard confirm that its much-anticipated hack 'n' slash RPG won't be receiving any more than "new items" in updates and extra content.
Let's not forget that Diablo 2 had a pretty popular expansion pack in the form of Diablo 2: Lord Of Destruction.
Posting on a thread around the subject of potential new features to be brought over to Diablo 3 by a fan on the official forums, online community representative Vaneras said "It's important to understand that Diablo is not World of Warcraft, meaning that there will be no major content patches with new dungeons, or bosses, or enemies."
Reiterating that PvP is still planned as part of a future update, Vaneras confirmed "in general the only 'content' we would patch in would most likely just be new items." Which is a little disappointing to hear.
"Diablo III will see patches to adjust things like game balance," continued Vaneras' post on the thread, " and potential system improvements, but any actual content additions is not something you should expect to see."
It's not secret that Diablo 3 has been developed by Blizzard as a game players could easily play for years, something Vaneras restates "The purpose of the randomized dungeons and items in any Diablo game is to provide an endless amount out of content right out of the box."
Fair enough – we've yet to finish Diablo 3 even on normal (though one addled fan has already earned that achievement at just over 12 hours), but the idea that Blizzard will be going against the grain with its traditional formula seems a little unusual.
Check out the thread for yourself to see Vaneras post in context. It's more than a little funny to see the fans outright deny his claim, and continue talking about future updates and DLC anyway.
Naturally Vaneras is only an online representative, a community manager of sorts but in no way an official Blizzard capacity. It's just as possible that Vaneras' comment is internal standard, and when the big dogs of Blizzard are ready to talk about it you can be certain we'll hear from them. For now, shut up and play the vanilla Diablo 3 you've only just got.
Similar Article can be found at: http://www.totalpcgaming.com/uncategorized/diablo-3-wont-be-receiving-future-dlc-or-expansion-packs/
Even if I am a Chinese myself (not from China though), I can’t help but to fume at MMO developers and publishers who have zero creativity when marketing their games. Game content duplicating is seen as a norm now, but why the game title as well? Introducing Dark Of Three Ancientkingdoms Online… get the drift? Even if my English ain’t perfect, I have the urge to hit my monitor screen now.
One of the many Defense of the Ancients clone in Asia, this game is developed in China and published in Taiwan/ Hongkong by Gameone. I mean, right, there are tons of similar games of the genre out there with basically the same maps, but why stoop so low that even the game title has to be imitated?
As the title suggests, 76 of the game’s 88-strong character list are from Romance of the Three Kingdoms. The only “new” thing in terms of game mode will be the ability to have 10 Vs 10 matches. Have a look at the game’s website in the pictures posted…
Similar Article can be found at: http://www.mmoculture.com/2011/10/dota-online-tw-stooping-to-new-low.html
Shadow Company, a new online shooter developed by Doobic Studios using the Unreal 3 Engine, is bound for the The Philippines after a service contract was signed earlier. The publisher will be GameClub PH (link), the Philippine MMO portal for Korean developer, Liveplex. Doobic Studios is currently more well known for creating Combat Arms, a hit MMOFPS in Asia.
As posted previously (link), Shadow Company features a Battle Squad mode 4-team system, unlike most online shooters where maps are limited to just 2 teams. Both companies’ representatives are delighted with the deal, with aims to make Shadow Company the top MMOFPS in the region.
Similar Article can be found at: http://www.mmoculture.com/2011/10/shadow-company-heads-to-philippines.html
Is it possible for a top-tier MMO to come out of nowhere and bowl you over? Considering that I follow these games not only for a hobby but as a writer for Massively, I always assumed the answer to that was "no." Until it happened, that is. Until RIFT.
It's not as though RIFT was a big secret or anything, but up until the late hours of 2010, it was very low on my -- and many of my friends' -- radars. I often got it confused with TERA, for Pete's sake! It wasn't until I got my hands on it at PAX that year and then saw how huge the beta got that I realized there was more to this supposedly generic fantasy title than I'd assumed. It truly felt like it came out of nowhere, and before I knew it, I was enjoying what became one of my favorite games of 2011.
So why did I play RIFT, and why do I still log in on occasion today? Trust me, it's not for the Elves.
The Secret World's press beta hasn't been what I expected. To be frank, I'd say there are times I wish I didn't have to play it. See, my guild pals are on either the closed beta server or the public beta weekends server, both of which are quite crowded and therefore offer quite a different experience from the forlorn existence endured by my Massively Templar.
There's also the whole I-don't-get-to-keep-this-character thing, not to mention the wow-this-is-cool-and-I-don't-want-to-spoil-it-for-myself-post-launch thing.
On the other hand, I've had plenty of time to muck around with game systems and minutiae, something that my card-carrying membership in the crazy carebear immersionist secret society often precludes. For this week's press beta article, then, I thought I'd give you guys a primer on The Secret World's combat system.
MindArk has given new meaning to the term phat lewt with its latest update for Entropia Universe. Players may now acquire one of a thousand Planet Calypso land deeds simply by hunting, mining, or crafting while in game.
Each land deed carries a real-world value of $100 (and deeds are often sold for much more on the open market), according to a MindArk press release. The deeds also provide revenue sharing through the game's citizenship program. Deeds began dropping yesterday, and MindArk says that they will continue to do so throughout 2012.
Planet Calypso is the oldest planetary playfield in Entropia Universe. The game boasts more than one million registered accounts and over $400 million in annual user-to-user transactions.
Cyclops and the other revealed playable characters will soon have a another compatriot to add to their ranks in the upcoming super-hero game Marvel Heroes. Who will it be? For now, Gazillion is only teasing fans with a silhouette of the mystery woman, but guesses are already being tossed around. Is it Ms. Marvel? Could it be Phoenix? Some are even hedging a guess that it is Wonder Woman or maybe even Elektra. Mum is the official word for now, so it is up to fans to puzzle it out.
Alright Marvel aficianoados, who do you think it is?
Pathfinder Online's Kickstarter page got a video update today: the start of a promised "behind the scenes" glimpse of the goings-on at Goblinworks. The video is all about Mark Kalmes, Goblinworks' Chief Technology Officer. Kalmes is introduced as something of an industry veteran, having his hands in the City of Heroes, Champions Online, and World of Darkness pots as he progressed through his career. It was during the WoD years that he met Goblinworks CEO Ryan Dancey and -- well, you can hear the story for yourself in the video.
Along with talking a little bit about himself and how he became part of the Pathfinder Online team, Kalmes says a bit about the company's goal -- to "go into beta as quickly as possible, start getting a few people in the game, and then start building the game that they enjoy" -- as well as his hopes for the game and its development.
This video is the first in a series of introductions to team members and their roles within Goblinworks. Keep tabs on the project's Kickstarter page (where if you're especially passionate, you can still donate even though the team has reached its goal and then some) for further updates!
There's always something to be doing to advance your character in MMOs, whether it's something as grand as epic raiding or as mundane as getting that "Litter Bug" achievement for cleaning up the in-game park. While some folks simply log in and do whatever their whim dictates, I have a feeling that many of us have elaborate "to do" lists that guide our actions.
I love doing this with MMOs, because it makes me feel like a multitasking genius. Working toward six or seven goals at once generates a tsunami of accomplishment in my soul, and there is nothing quite as satisfying as crossing off tasks from my own list.
So what's on your character's to do list today? What goals are you working toward, and how long do you expect them to take? Unleash your inner accountant and show us the details!
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!
Fast forward to present day, when Stargate Worlds appears back in the news. Unfortunately for fans, it has nothing to do with offering a sliver of hope that the game itself might also revive; instead, more lawsuits are being filed against Whiting and other Cheyenne employees.
The newest lawsuit filed in Arizona includes 17 plaintiffs who accuse Whiting of misleading investors in various ways to obtain their cash. Some of the allegations leveled at Whiting include "negligent misrepresentation, breach of fiduciary duty, common-law fraud and securities fraud"; he's also accused of issuing loans to himself from the company's funds -- money that may still be in Whiting's possession, according to Cheyenne Mountain's court-appointed receiver, Keith Bierman of Phoenix-based MCA Financial Group.
Computer RPG players in the late '80s and early '90s were surely familiar with Strategic Simulations, Inc. (SSI) and its now-infamous Gold Box series. The series, so named because of their distinctive gold packaging, ran on a solid engine that helped the company churn out over a dozen titles within a five-year span. From Dungeons & Dragons' Pool of Radiance to Buck Rogers: Countdown to Doomsday, these titles quickly became revered among the gaming community. I personally have very fond memories of playing both Buck Rogers titles, despite not having ever watched the show.
While the Gold Box series has not become as timeless or replayable as late '90s classics like Baldur's Gate and Fallout, they definitely had a huge impact on the PC scene and helped elevate the CRPG genre. Following the Gold Box engine, SSI went on to produce another engine that it used for a completely new series set in the D&D campaign setting of Dark Sun. Dark Sun: Shattered Lands (1993) and Dark Sun: Wake of the Ravager (1994) were both modest hits, and when it came time for a third game in the series, SSI decided to make the leap to the then-untested realm of online gaming.
What followed was a wild two-year experiment in MMOs that happened prior to the Ultima Online and EverQuestgeneration. While ultimately unsuccessful in achieving its potential or gaining a large audience, Dark Sun Online: Crimson Sands made a valiant attempt at achieving the inevitable future of gaming.
Enjin has quickly established itself as a go-to place for players in need of a community site, and now, thanks to a partnership with Overwolf, the site has introduced the Enjin in-game client. The client works similarly to other in-game overlays such as Xfire and Steam, and it's integrated directly with players' Enjin sites, which allows them to use nifty features such as uploading screenshots and videos directly to their profiles.
And hey, if you're part of Massively's awesome Enjin community, you can use the client to keep up with our community as well. The full list of the program's features, as well as a link to download the Enjin in-game client, can be found over at Enjin's official site, so head on over and give it a go. We'll see you folks there.
So what is Diablo III? Certain members of our audience are likely shaking their heads at the question, but some potential players genuinely don't have any idea. After all, the first game was released back in 1996. For those of you who have heard the name but have no idea what in the world it refers to, you're in luck, as Blizzard has just put together a short video explaining exactly what Diablo III is for the uninitiated.
The short version? It's a game where you head through a lot of randomly generated dungeons, slaughter untold numbers of demons, and try to banish the forces of the Burning Hells from the mortal realm. It's not quite an MMO, but there are definitely tastes of such with the in-game worldwide auction house. But why are you relying on us to tell you? Click on past the break and find out for yourself.
Recently, KingsIsle announced that the world of the Spiral was going to branch out into the high seas in the studio's newest MMO, Pirate101. There are many things about Pirate101 that will feel familiar to Wizard101 fans, but the game has several features that definitely make it stand apart as more than just a sequel. Combat is not card-based; it's more like a tactical board game. Companions, rather than trading cards, play a key role in the pirate arsenal, and of course, players will be traveling (and fighting!) on their very own pirate ships.
Massively had a chance to talk with Pirate101's Lead Creative Designer Sam Johnson to hear more about what players will see from KingsIsle's upcoming MMO. So grab your cutlass, don your tricorne, and read on for more details!
Do you like cats? Hopefully you do, as Star Trek Online has just seen the felinoid Ferasan added to the C-Store. But wait, didn't the game already add Caitians? Yes, but the Caitians are a Federation race, while the Ferasan are exclusive to the KDF, thereby allowing you to play as a kitty on whichever faction you choose. The Ferasan are related to the Caitians but apparently are not quite the same species (presumably akin to the Romulans and Vulcans).
The Ferasan possess only one specific trait, Predatory Instincts, which increases jump height, melee damage, exploit damage, stealth, and perception. Unlocking the race costs 480 Cryptic Points and also unlocks new customization options for Caitian characters on the Federation side. On the other hand, if you just want to have one on the bridge, you can place a requisition for a Ferasan bridge officer for 400 Cryptic Points. So if you've felt that there's a distinct lack of feline members in the KDF, you've now got an option to rectify that situation.
Star Wars: The Old Republic tire-kickers, this weekend's for you. BioWare is putting on another of its free Weekend Pass shindigs, and you're invited if you haven't availed yourself of a previous pass yet. The festivities kick off on Thursday, May 17th, and run through Monday, May 21st.
As with the preceding promotions, no credit card is required. Your characters will carry over should you choose to convert to a full account, and you'll be able to experience SWTOR's first 15 levels as well as all the character classes and origin worlds. PvP warzones and flashpoints are yours for the taking too, so head to the official website to learn more and get started.
Massively Speaking Episode 201 gets into all of your dirty little secrets -- not to mention Funcom's, as well! We're joined by Jef, who gives us the full scoop on The Secret World now that the NDA's come tumbling down. Will this be another Failcom or possibly a Fabulouscom? Only Jef knows, and he's highly resistant to torture and bribery.
Have a comment for the podcasters? Shoot an email to podcast@massively.com. We may just read your email on the air! Get the podcast: [iTunes] Subscribe to Massively Speaking directly in iTunes. [RSS] Add Massively Speaking to your RSS aggregator. [MP3] Download the MP3 directly. Listen here on the page:
Project Copernicus andKingdoms of Amalur: Reckoning developer 38 Studios is in some hot water, but it looks like that may be the least of your worries if you're a Rhode Island resident. Rhode Island's WPRI reports that if the studio founders and can't pay back the bonds given to it by the state, then the onus of doing so will fall upon Rhode Island taxpayers.
How much moolah are we talking about? Something to the tune of $112.6 million US. According to Joystiq, "If 38 Studios can't pay, the governor is required to ask the General Assembly to repay bondholders," which means that Rhode Island taxpayers will be responsible for footing the bill by 2020. For now, though, both the studio and the Rhode Island government are tight-lipped on the studio's future, and by association, the future of Project Copernicus, so we'll just have to wait and see how this plays out.
[Update: Our sister site Joystiq reports that 38 Studios "missed its latest loan payment of $1.125 million to the state of Rhode Island on May 1, effectively defaulting [on] its $75 million loan." Rhode Island's Economic Development Corporation will hold an emergency meeting tomorrow morning to discuss the situation.]
When Update 1.2 launched for Star Wars: The Old Republic, most players witnessed some major changes to their classes. In my opinion, these changes weren't game-breaking, but they did require that some players re-evaluate how they played. Some classes were changed so drastically in this patch players claimed they felt as if they were truly playing a completely different class.
Major changes like this do not happen without reason, and from my time spent with SWTOR developers, I know that they are passionately interested in making their game the best it can be. So I asked Game Director James Ohlen some questions about these mechanical changes. In true James Ohlen fashion, he was more than happy to answer in intricate detail, and I'm excited to bring you those answers here in the Hyperspace Beacon.
After the first mostly-open beta weekend event, reaction to the dynamic event system of Guild Wars 2 is mixed. Some people see it as the revolution of gameplay that was promised, others think it's a refreshing and solid system, and others feel that it falls short. All of those are fair, although it mightn't be hard to guess that I don't share all of those opinions.
Some people expecting the dynamic event system to be the trumpet that would herald the arrival of the salvation of the MMO world were rather let down. There've been a couple of bits of confusion about the nature and scope of dynamic events, so let's look into them.