MMO Updates

MMO Updates


The Perfect Ten: The truth about lockboxes

Posted: 17 May 2012 10:00 AM PDT

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Perfect Ten
Call them lockboxes, lootboxes, super packs, gift packs, treasure boxes, mystic chests, or Chupacabra's lunchpails, but these virtual boxes of mystery, fame, and fortune are all the rage in MMOs these days. Few studios have resisted the siren's call of such easy money, much to the dismay of many-a-gamer.

The idea is that a game will dish out to players free locked treasure boxes that require purchased keys to open. The allure of the box's mystery prize is often too strong to resist, especially when there's the possibility of a huge reward inside. The result too often is strong buyer's remorse and studio glee.

There's been a lot of conversation around lockboxes here on Massively, so I wanted to dedicate this week's Perfect Ten to dissecting the truth, the whole truth, and nothing but the truth of these items for you.

Continue reading The Perfect Ten: The truth about lockboxes

MassivelyThe Perfect Ten: The truth about lockboxes originally appeared on Massively on Thu, 17 May 2012 12:00:00 EST. Please see our terms for use of feeds.

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    Aeria launches new Ignite F2P platform

    Posted: 17 May 2012 09:30 AM PDT

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    Aeria Games logo
    Aeria Games, publisher of Eden Eternal and Lime Odyssey, has a new digital distribution platform. The service, known as Ignite, is officially in beta as of today, according to a company press release. The application gives gamers access to Aeria's free-to-play portfolio, social features, and friend lists all at once, while also granting developers an effective platform for communicating marketing messages to Aeria's global audience.

    The company plans to bundle Ignite with all of its games going forward. Plans are also in the works to bring the app to various tablet and mobile devices.

    [Source: Aeria Games press release]

    MassivelyAeria launches new Ignite F2P platform originally appeared on Massively on Thu, 17 May 2012 11:30:00 EST. Please see our terms for use of feeds.

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      Fallen Earth 2.4 patch to feature territory control, automated harvesting, and more

      Posted: 17 May 2012 09:00 AM PDT

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      Fallen Earth - Park City
      GamersFirst has formally announced its next update for Fallen Earth. The Global Territory Control patch, or 2.4 if you're counting at home, will bring quite a bit of new functionality to denizens of the game's Grand Canyon wasteland.

      As you might expect given the update name, territory control plays a big role. The devs are adding new outposts and settlements throughout the game world which can be conquered by each of Fallen Earth's six player factions. Capturing a settlement grants sole property rights to the controlling faction, which in turn provides valuable mineral extraction capabilities.

      The 2.4 patch also features a new 50-plus PvP zone called the The Foothills, new player-crafted prospecting and harvesting technology, and various quality of life tweaks like bulk purchasing, merchant buyback, and faster mounting. Check in with Massively later this week for more exclusive info on the new patch as well as an interview with the devs.

      [Source: GamersFirst press release]

      MassivelyFallen Earth 2.4 patch to feature territory control, automated harvesting, and more originally appeared on Massively on Thu, 17 May 2012 11:00:00 EST. Please see our terms for use of feeds.

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        The Anvil of Crom: Age of Conan turns four, taps SWG for crafting inspiration

        Posted: 17 May 2012 08:30 AM PDT

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        The Anvil of Crom - Age of Conan turns four, looks to Star Wars Galaxies for inspiration
        The last time I did an anniversary retrospective for Age of Conan, we had a recent expansion, some new dungeon content, and several class revamps fresh on our minds. The year before that, we had the earth-shaking combat and itemization changes. This past year, the major development was, of course, the switch to a freemium business model, followed closely by the game's first adventure pack.

        Join me after the break for a quick rundown on the last 12 months as they happened in Hyboria, as well as an anniversary interview with game director Craig "Silirrion" Morrison that sheds a bit of light on the crafting revamp.

        Continue reading The Anvil of Crom: Age of Conan turns four, taps SWG for crafting inspiration

        MassivelyThe Anvil of Crom: Age of Conan turns four, taps SWG for crafting inspiration originally appeared on Massively on Thu, 17 May 2012 10:30:00 EST. Please see our terms for use of feeds.

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          Hands-on with The Secret World's mission system

          Posted: 17 May 2012 08:00 AM PDT

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          The Secret World - Kingsmouth quest NPC
          So The Secret World's mission system treads well off the beaten MMO path. It's pretty cool, actually, though portions of it may irritate quest-grinders who just want to blow through zones on their way to the game's equivalent of a max-level toon.

          For the rest of us, there's a nifty interface, some challenging puzzles, and plenty of well-written quest text and dialogue to keep us entertained for weeks at a time.

          Continue reading Hands-on with The Secret World's mission system

          MassivelyHands-on with The Secret World's mission system originally appeared on Massively on Thu, 17 May 2012 10:00:00 EST. Please see our terms for use of feeds.

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            New Embers of Caerus website boasts extensive sandbox feature list

            Posted: 17 May 2012 07:30 AM PDT

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            Embers of Caerus concept art
            Forsaken Studios has taken the wraps off a new website for its Embers of Caerus MMORPG. The fantasy sandbox has quite an extensive feature list which includes level- and class-free advancement, a seamless game world that measures 44,000 square kilometers, and player-controlled markets and political/legal systems.

            Backstory is a big deal to the devs as well, if the new site's lore section is anything to go by. There's plenty of reading material about the world, its factions, and a bit of story to pass the time while you're waiting for the game.

            [Thanks to everyone who sent this in!]

            MassivelyNew Embers of Caerus website boasts extensive sandbox feature list originally appeared on Massively on Thu, 17 May 2012 09:30:00 EST. Please see our terms for use of feeds.

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              DUST 514 handing out first beta keys tomorrow

              Posted: 17 May 2012 07:00 AM PDT

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              DUST 514
              Did you drop your name into CCP Games' hat as a potential tester for DUST 514? Then tomorrow might be a lovely day for you, as the studio is emailing out the first round of closed beta keys for registered participants after a short delay from its original key-handing-out schedule.

              It is unknown how many keys will be sent out and to whom. Last month, CCP told Fanfest attendees that they would be among the first to test the anticipated MMOFPS. The DUST 514 website states that the studio is sending out Fanfest keys first and those to standard registered players "soon after."

              To celebrate the release of the closed beta keys, CCP is holding a "special event" over the weekend. The details of this event are forthcoming.

              MassivelyDUST 514 handing out first beta keys tomorrow originally appeared on Massively on Thu, 17 May 2012 09:00:00 EST. Please see our terms for use of feeds.

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              The Daily Grind: Do you judge all MMOs by the same standard?

              Posted: 17 May 2012 06:00 AM PDT

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              Xsyon - player-created temple
              One of the challenges facing sandbox developers is the fact that recent themepark MMORPGs have raised the bar in terms of smooth launches and relatively bug-free experiences. Aside from EVE Online, most of the current sandboxes on offer are small indie affairs known as much for their rough-around-the-edges implementation as for their feature innovations.

              And yet, many so-called sandbox fans seem to expect games like Xsyon, Darkfall, and others to be as polished as World of Warcraft, RIFT, and other themeparks with fewer features and several times the budget.

              For today's Daily Grind, we'd like to know how much (if any) slack you cut developers of sandbox and/or indie MMOs. Do you hold these games to the same standard that you hold a triple-A themepark?

              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: Do you judge all MMOs by the same standard? originally appeared on Massively on Thu, 17 May 2012 08:00:00 EST. Please see our terms for use of feeds.

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                Amazon to offer special limited-time deals on TERA, RIFT, others

                Posted: 17 May 2012 05:00 AM PDT

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                TERA screenshot
                Have you been watching TERA via livestreams and wistfully wishing you could jump in and join but didn't want to plunk down the cash at launch? Well as long as you don't mind not having a box to display on your shelf, your waiting has actually paid off! Amazon is kicking off a 12-day digital "MAYhem" sale today and offering select MMO titles at a significant discount on specific days. Those deals are as follows:
                Mark your calendar if you don't want to miss these offers.

                [Source: Amazon press release]

                MassivelyAmazon to offer special limited-time deals on TERA, RIFT, others originally appeared on Massively on Thu, 17 May 2012 07:00:00 EST. Please see our terms for use of feeds.

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                  The Elder Scrolls Online factions profiled

                  Posted: 16 May 2012 07:00 PM PDT

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                  The Elder Scrolls Online - Daggerfell Covenant
                  Three alliances control the political scene in The Elder Scrolls Online's Tamriel, and Game Informer is taking a closer look at all of them, starting with the Daggerfall Covenant and the Aldmeri Dominion.

                  The Daggerfell Covenant is made up of the Orcs (also called Orsimer), Bretons, and Redguards -- although the latter two are coming out of something of a love-hate relationship, with a history of as much internal conflict as external. Apparently time does heal all wounds, though, because the three races have worked out a democratic system of mutual love and respect. The Orcs and Bretons call the beautiful land of High Rock home, while the Redguard are based in Hammerfell.

                  The Aldemeri Dominion is a more hostile power composed of the Altmer, the Bosmer, and Khajiit and intent on total domination. Also known as Wood Elves, the Bosmer call Valenwood home (surprise: It's a heavily wooded area) and enjoy tramping through forests, living in harmony with nature, and building cities in migratory trees. The Altmer, or High Elves, can be found in the little-known Summerset Isles. The Khajiit, who missed out on the alternative name lottery, live in Elsweyr, whose climate is ideal for the cultivation of Moon Sugar.

                  Got all that? Study up, there'll be a test. Feel free to read the full profiles, and keep an eye out for Ebonheart Pact information on Friday.

                  MassivelyThe Elder Scrolls Online factions profiled originally appeared on Massively on Wed, 16 May 2012 21:00:00 EST. Please see our terms for use of feeds.

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                  Free for All: Planet Cyrene adds to the high-stakes worlds of Entropia

                  Posted: 16 May 2012 06:00 PM PDT

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                  Planet Cyrene screenshot
                  I'm not much of a shooter fan and probably never will be. Sure, I have as much fun blasting my way through monsters as the next gamer, but I rarely have the patience or physical stamina to overcome the pains and frustrations of shooter PvP. After all, my first rule of PvP applies especially well to shooters: There is always someone better than you. Planet Cyrene, the new world being added to the impressive portfolio of Entropia Universe, tasks players tasks similar to those found in Planet Calypso and mixes in PvP arenas that promise to frustrate (or delight) players, depending on their skill level. I sat down with Ed Robles III, lead developer for Planet Cyrene, to see just how nasty and expensive things might get.

                  Remember, this is the Entropia Universe we are talking about, and that means players will spend real money on bullets, armor, and practically everything else. Fortunately, players can earn items that are worth real money as well. Call it gambling or whatever you want, but it still seems to be a pretty successful formula.

                  Continue reading Free for All: Planet Cyrene adds to the high-stakes worlds of Entropia

                  MassivelyFree for All: Planet Cyrene adds to the high-stakes worlds of Entropia originally appeared on Massively on Wed, 16 May 2012 20:00:00 EST. Please see our terms for use of feeds.

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                    MMO Family: The state of the game (at school)

                    Posted: 16 May 2012 04:00 PM PDT

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                    laptop learning
                    When you think of kids and video games, the question that always comes up is this: What are they getting out of playing them? Usually, MMOs, even MMOs aimed at kids, are big on fun but light on learning. So it was refreshing to see teacher Ben Bertoli launch a Kickstarter project to promote development of his personal project ClassRealm into what could be a potentially valuable tool in the classroom.

                    So why haven't we seen more educational MMOs, and why has there been a gap when it comes to technology at home vs. at school? In this week's MMO Family, we'll look a few issues with gaming and learning.

                    Continue reading MMO Family: The state of the game (at school)

                    MassivelyMMO Family: The state of the game (at school) originally appeared on Massively on Wed, 16 May 2012 18:00:00 EST. Please see our terms for use of feeds.

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                      Choose My Adventure: Cruisin' with the gang in City of Heroes

                      Posted: 16 May 2012 03:30 PM PDT

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                      Choose My Adventure City of Heroes
                      You've experienced it, right? That magic moment on any trip of significant length when you've been living and breathing the locale long enough that the place starts to feel more familiar and you settle in, that time when you feel less like a tourist and more like a local. After the last few weeks traveling with you all, I have hit that moment in City of Heroes. While I still may not be able to tell one inspiration from another by sight, I can find my way around the 'hood and know the skyline when zipping about -- well, at least in Atlas Park. Oh, and I found a Mexican restaurant! It's almost like a second home now.

                      It was upon reaching this comfort zone that City of Heroes got better for me; this past week has been more fun than the previous ones during this Choose My Adventure road trip. (And yes, I'd even call the torture of the expansive character creation fun. Exhausting, but fun!) What transpired this week? Buckle up and step on the gas to see.

                      Continue reading Choose My Adventure: Cruisin' with the gang in City of Heroes

                      MassivelyChoose My Adventure: Cruisin' with the gang in City of Heroes originally appeared on Massively on Wed, 16 May 2012 17:30:00 EST. Please see our terms for use of feeds.

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                        Player's real-life journey honored in Guild Wars 2

                        Posted: 16 May 2012 03:00 PM PDT

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                        Guild Wars 2
                        Guild Wars player Kelly Wells became inspired to go on a real-life adventure due to her explorations of Tyria and an encouraging TED talk -- and so she did it. Starting from Maine, Wells and her faithful dog crossed America to California by foot, ending the trip with a visit to ArenaNet in Seattle. The developers were so impressed by Wells' journey that they decided to make her part of Guild Wars 2.

                        In a new ArenaNet blog post, Lead Content Designer Colin Johanson shares how bowled over the devs were when they met Wells and why her epic journey had to become part of Guild Wars 2. "If we all took that perspective on life, deciding to make positive changes and refusing to let anything get in our way, it'd be amazing to see how much we'd all be able to accomplish," Johanson said. The team then collaborated to come up with a similar figure for its upcoming title.

                        Thus was born Ameranth, a Sylvari explorer who traverses the width of Tyria with her trusty dog, Anna. When players encounter her, Ameranth is known to say, "Ever since emerging from the Pale Tree, I've had the itch to see what the world has to offer. And what better way than with my own two feet?"

                        MassivelyPlayer's real-life journey honored in Guild Wars 2 originally appeared on Massively on Wed, 16 May 2012 17:00:00 EST. Please see our terms for use of feeds.

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                        Ragnarok Online update introduces the town of Port Malaya

                        Posted: 16 May 2012 02:30 PM PDT

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                        Port Malaya banner
                        It's been over a year since we heard anything from Gravity Interactive's long-running title Ragnarok Online, but today, the silence has been broken. The studio has announced the game's newest content update, which will allow players to visit the paradisiacal Port Malaya, where "the water's always warm and the monsters are always dangerous."

                        Players level 100 and up will find plenty to do in the new port town, such as "dozens of new quests, including an entire suite of daily tasks to perform." New dungeons also await in Port Malaya, and with new dungeons comes new gear and a new tattoo system that will grant players permanent buffs. Players will need all the power they can get to square off against the myriad new MVP Monsters that inhabit the wilds of Port Malaya. More details on the update can be found on Ragnarok Online's official site, so head on over there and set sail for Port Malaya.

                        [Source: Gravity Interactive press release]

                        MassivelyRagnarok Online update introduces the town of Port Malaya originally appeared on Massively on Wed, 16 May 2012 16:30:00 EST. Please see our terms for use of feeds.

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                          TERA outlines political systems, launches an emblem contest and premium services

                          Posted: 16 May 2012 02:00 PM PDT

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                          Health care reform is very serious business in TERA.
                          TERA isn't just about killing enormous beasts in active combat. That's certainly a big part of it, yes, but it's also about political maneuvering and gathering support. And once you get in office, you've got policies to enact, economies to stimulate, and re-election to consider in three weeks. If the whole thing seems a bit overwhelming, you'll be happy to know that the new official guide to the political system outlines the whole system from start to finish, giving a clear picture of how players can make lasting change in a province for better or worse.

                          Of course, if your guild is going to boost a candidate running for office, it helps if you've got brand-name recognition. How can you manage that? Perhaps by winning the newly announced Guild Emblem Creation Contest, which gives players a chance to get their guild logos in the game. Or you can just take advantage of the premium in-game services that have just been made available to ensure that your character has just the right winning smile for the next election.

                          MassivelyTERA outlines political systems, launches an emblem contest and premium services originally appeared on Massively on Wed, 16 May 2012 16:00:00 EST. Please see our terms for use of feeds.

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                          No relief in sight for 38 Studios after emergency meeting [Updated]

                          Posted: 16 May 2012 01:30 PM PDT

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                          Submitted without comment.
                          Generally, when your company defaults on a major loan, you might expect an emergency meeting about the loan and the company's future would produce some results. But apparently today's meeting between 38 Studios owner Curt Schilling and Rhode Island governor Lincoln Chafee resulted in... absolutely nothing. Specifically, Rhode Island's Economic Development Corporation will take no immediate action to prevent the studio from going under, with Chafee on record as asking, "How do we avoid throwing good money after bad?"

                          It's a loaded question if you consider that the failure of 38 Studios would put the state's taxpayers on the hook for more than $112 million. Schilling has declined to elaborate on the company's state in interviews, and he has not made public how much more funding the company is seeking. It's bad news for the studio, bad news for the state, and bad news for any fans still looking forward to the possibility of Project Copernicus in the future.

                          [Update: Joystiq reports that "it appears 38 Studios put up all present and future IP by the company as collateral," meaning that if the studio defaults, the state of Rhode Island will own all of its game assets. We've tucked some of the ensuing news coverage in the video behind the break.]

                          Continue reading No relief in sight for 38 Studios after emergency meeting [Updated]

                          MassivelyNo relief in sight for 38 Studios after emergency meeting [Updated] originally appeared on Massively on Wed, 16 May 2012 15:30:00 EST. Please see our terms for use of feeds.

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                          EVE talks smack about Diablo III's login woes

                          Posted: 16 May 2012 01:00 PM PDT

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                          OH HELL NAW
                          Oh naw you didn't, girl! EVE Online is letting the trash-talk fly at the newly launched Diablo III by displaying the message "37...3007...315300: It's code for "Play EVE. Servers are up, login is fine" on the game's login screen. This, of course, is making reference to the myriad error codes that Diablo III players experienced over the course of the game's trainwreck of a launch.

                          We don't know whether the folks at Blizzard will bother to respond to them there fightin' words because they could be too busy rolling around in all the money they made from Diablo III to notice. But if they do deign to issue a retort, we'll be sure to let you know.

                          MassivelyEVE talks smack about Diablo III's login woes originally appeared on Massively on Wed, 16 May 2012 15:00:00 EST. Please see our terms for use of feeds.

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                            Runes of Magic shows off the new Champion and Warlock

                            Posted: 16 May 2012 12:30 PM PDT

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                            Now, if he transformed into a plane, that would be something.
                            New classes are always exciting. In a game with an established set of abilities and character options, the chance to take a different option helps keep the game engaging and surprising. That's no doubt part of the rationale behind Runes of Magic's two new classes, the Champion and the Warlock. But they're also meant to show off the ingenuity and cleverness of the Dwarves, and in a new preview of these two classes, it becomes clear just how much both will bring to the table.

                            The Warlock is an arcane caster who has delved into the knowledge of the Shadowforge Dwarves, allowing him to act as either a damage dealer or a support character as the situation warrants. Champions are masters of pseudo-mystical forge techniques, with the Champion ultimately being capable of transforming into a special Runic Robot form for increased damage and durability. There are only a few more weeks until the game's next major update, and then players will get to try out the new hybrid classes for themselves.

                            MassivelyRunes of Magic shows off the new Champion and Warlock originally appeared on Massively on Wed, 16 May 2012 14:30:00 EST. Please see our terms for use of feeds.

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                            DCUO's Last Laugh features Hamill as the Joker, lots of new content

                            Posted: 16 May 2012 12:00 PM PDT

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                            DC Universe Online - The Joker cutscene still
                            Sony Online Entertainment is bringing out the big guns for its next DC Universe Online content patch. As we reported last week, the Joker is set to return for The Last Laugh, and fortunately for everyone, his voiceover duties will be handled by none other than Mark Hamill.

                            Hamill is joined by DC stalwart Arleen Sorkin (that's Harley Quinn to you, mistah), and Adam Baldwin returns to the role of Superman for the first time since DCUO's launch. The Last Laugh also features a new shield weapon, four new safe house battles, and 8v8 throw-downs in both the Watchtower and the Hall of Doom.

                            The Last Laugh will be freely available to legendary DCUO members, while free and premium players can purchase it via the in-game marketplace, the official website, or the PlayStation Network.

                            [Source: SOE press release]

                            MassivelyDCUO's Last Laugh features Hamill as the Joker, lots of new content originally appeared on Massively on Wed, 16 May 2012 14:00:00 EST. Please see our terms for use of feeds.

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                              AdventureQuest Worlds releases its first two action figures

                              Posted: 16 May 2012 11:30 AM PDT

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                              Figures sold separately.
                              Action figures are a great accessory for any video game. Sure, most of us have passed the point when we would use them to stage elaborate battles in the backyard, but it's nice to have something on hand to play with during load times. That's part of the reason that AdventureQuest Worlds is getting into the market with its first two figures, representing Artix and Sepulchure, available in Toys'R'Us stores nationwide starting on May 23rd.

                              Even if you're not normally the sort to buy action figures, Artix Entertainment has sweetened the deal by making sure that each figure comes with a special in-game house, special armor and weapons, and five playing cards for the game's tie-in card game. If you don't want to wait for them in stores, you can also purchase them directly from the company's online store starting May 18th. The team put together a small stop-motion animation piece as well to celebrate the upcoming figures because honestly, if you've spent this much time thinking about buying an action figure, don't you deserve a toy commercial to cap it off?

                              [Source: Artix Entertainment press release]

                              Continue reading AdventureQuest Worlds releases its first two action figures

                              MassivelyAdventureQuest Worlds releases its first two action figures originally appeared on Massively on Wed, 16 May 2012 13:30:00 EST. Please see our terms for use of feeds.

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                                Guild Wars 2 writers talk (at length) about MMO story

                                Posted: 16 May 2012 11:00 AM PDT

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                                Guild Wars 2 - Human concept art
                                What's it like to pen the narrative for one of the most anticipated MMORPGs, well, ever? It's quite different from writing a novel or a screenplay, according to ArenaNet's Angel McCoy. She joins Guild Wars 2 lead writer Bobby Stein and Peter "The Explorer" Fries for an MMO story-flavored sit-down with fan site Under the Pale Tree.

                                The interview is a lengthy one (who knew that writers could be so wordy?), and it covers a bunch of ground including the megalithic sprawl of GW2's narrative, the challenges inherent in writing particular races, and the differences between in-game dialogue and cutscene exposition. There's more to it, of course, but honestly the thing is so huge that we're going to go finish reading it after we've jotted down this here news post.

                                MassivelyGuild Wars 2 writers talk (at length) about MMO story originally appeared on Massively on Wed, 16 May 2012 13:00:00 EST. Please see our terms for use of feeds.

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                                A Mild-Mannered Reporter: Why there are no more Epic Archetypes in City of Heroes

                                Posted: 16 May 2012 10:30 AM PDT

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                                A Mild-Mannered Reporter header by A. Fienemann
                                My weekend plans went cross-eyed, as they often do, but as a result I found myself looking through some old notes for future columns on City of Heroes. There were a lot of notes I took early on when I was first writing columns, some of which I wound up using and some of which wound up being discarded, but one particular idea jumped out at me: a column about potential future Epic Archetypes.

                                Specifically, I was looking back over and noting how a lot of the archetypes I listed wouldn't actually work at all.

                                I've gone on record as having been a big fan of EATs right from the beginning, as they're meant to be classes that break up the regular structure of the game's classes. That strikes me as laudable. But even disregarding the technical aspects of the epics that makes them more complex to develop and balance, I think there are some noteworthy basic problems with them on a conceptual level. We may very well never get another one just because the game has been structured to make them almost a design mistake that's never been corrected.

                                Continue reading A Mild-Mannered Reporter: Why there are no more Epic Archetypes in City of Heroes

                                MassivelyA Mild-Mannered Reporter: Why there are no more Epic Archetypes in City of Heroes originally appeared on Massively on Wed, 16 May 2012 12:30:00 EST. Please see our terms for use of feeds.

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                                  Latest Gaming and MMORPG Updates

                                  Latest Gaming and MMORPG Updates


                                  Eyedentity Games license Unreal Engine 3

                                  Posted: 17 May 2012 03:44 AM PDT



                                  Dragon Nest developer, Eyedentity Games, revealed that it has licensed Epic Games’ Unreal Engine 3. Without much guessing needed, it should be used for the company’s 3rd online title, currently in its early planning stage. News of the mysterious game broke earlier in April (link). Dungeon Striker (link), its 2nd game, just started the Closed Beta phase a few weeks back.



                                  Seeing how Eyedentity Games is action combat oriented in its 2 games so far, I wouldn’t mind a competitor for Bluehole Studio’s TERA, which I strongly disagree being labeled as “True Action Combat”. Can’t wait!

                                  Similar Article can be found at: http://www.mmoculture.com/2012/05/eyedentity-games-license-unreal-engine.html

                                  Beach Volleyball Online MMO Review

                                  Posted: 16 May 2012 11:57 PM PDT

                                  Beach Volleyball Online is a 3D Volleyball themed sports MMO with some emphasis on social interaction. The game mixes virtual world social elements with intense volleyball gameplay elements and offers some solid graphics.

                                   

                                   

                                  Publisher: Omniverse Games
                                  Playerbase: Low
                                  Graphics: High Quality
                                  Type: MMO
                                  EXP Rate: Medium
                                  PvP: N/A
                                  Filesize: ~300 MB

                                  Website: http://www.bvogame.com/

                                  Pros: +First volleyball themed MMO. +Plenty of  items in the game's store. +Spectators can bet on the outcome of a game.

                                  Cons: -Few game modes. -Some latency issues.  -Dull gameplay. -Poor English translations. -Game prone to crashing / bugging out.

                                   

                                  Beach Volleyball Online is the first volleyabll themed MMO out there! It's published by Omniverse Games and offers a unique blend of actual gameplay and social elements – sort of like Snail Game's ShowUp. Like any other beach themed volleyball game, Beach Volleyball Online, as expected, has gorgeous female character models! After all, what's a beach volleyball themed game without hot chicks?

                                  Beach Volleyball Online offers various modes of play with a maximum of six players on the court at once. One of the more interesting game modes is the Audience Better Mode which, as the name implies, allows spectators to place bets on the outcome of the game. Players are rewarded with experience and money based on their performance in each match. While off the court, players are encouraged to explore the 'virtual world' elements of the game while also socializing and making friends. Upon making a character, players must choose from one of the three playable classes, which are:

                                  Offensive – They have high "Spiking and Strength" stats but weaker "Setting and Receiving" stats. They are the primary offensive class in Beach Volleyaball Online and should play aggressively.

                                  Defensive – They have high "Setting and Receiving" stats but weaker "Spiking and Strength" stats. They are great for assisting.

                                  Strategic - They are basically a combination of the offensive and defensive classes. They are capable in all aspects of the game, but not particularly strong in any one attribute.

                                   

                                  Beach Volleyball Online System Requirements

                                  Minimum Requirements:
                                  OS: Windows XP/ 2000 / 98 / Vista
                                  CPU: 1.5 GHz Intel P4 or equivalent
                                  RAM: 512 MB RAM
                                  HDD: 2.5 GB Free
                                  Graphics Card: Direct x 9 Compatible VGA card

                                  Recommended Specification:
                                  OS: Windows XP/ Vista
                                  CPU: 2.4 Ghz Intel P4 or equivalent
                                  RAM: 1024 MB (1GB)  RAM
                                  HDD: 2.5 GB Free
                                  Graphics Card: Direct x 9 Compatible VGA card

                                  Game of Thrones Review: An Example of Mediocre Interactive Fanfiction

                                  Posted: 16 May 2012 09:43 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=3187148

                                  Wasteland 2 Will Be Built On Unity Engine

                                  Posted: 16 May 2012 03:43 PM PDT

                                  inXile settles on the engine that will power Wasteland 2, but what does that mean for the game?

                                  "We pursue game ideas first and then decide what technology to use," states John Alvarado, Director of Technology at inXile. It's a surprisingly noble comment to make in light of the DICE and the Crytek's of the world – where they arguably cram as many graphics into their games first and worry about gameplay later.

                                  So Wasteland 2 will be built on the increasingly popular Unity engine – a tool popular among indies and smartphone developers for its ease-of-use. In a blog post on Kickstarter, Alvarado detailed the reasons why Unity was chosen, and yes ease-of-use was one of them. The other reasons were picked mostly due to inXile's Kickstarter promises: from looking to support the modding community or targeting Mac and Linux.

                                  But the crux of all of this means that, yes, Wasteland 2 will have a 3D engine. None of that 2D nonsense, this is full blown, 'modern era' graphics. Which will probably divide fans.

                                  What won't divide them, however, is assertions that Wasteland 2 will still be top-down in perspective with party-based, turn-based gameplay, and inXile won't be scrimping on its focus on story and character either.

                                  Check out the detailed blog post here.

                                  Similar Article can be found at: http://www.totalpcgaming.com/uncategorized/wasteland-2-will-be-built-on-unity-engine/

                                  The King of Fighters Online (KR)

                                  Posted: 16 May 2012 03:43 PM PDT



                                  [More info] In a week where the whole world is engulfed in the Diablo III frenzy, several Asian MMO companies took this period to announce their various financial reports for Q1 2012. While looking out for some juicy info in those reports, I spotted new information for KOF Online and another fighting game which was thought to be canned.



                                  Korean developer Dragonfly, best known for MMOFPS Special Force, confirmed that The King of Fighters Online will finally meet the public later in the 2nd half of the year.I wonder how will the new build look like…

                                  The deal between SNK Playmore and Dragonfly was announced in 2006, followed by the debut trailer in 2009. However, with the China version, The King of Fighters World being canned, there were rumors about KOF Online following suit as well. Well, it is coming out all right.



                                  Also to be revealed later this year, my best bet at G*Star 2012, the mysterious Samurai Showdown Online will finally be shown. While KOF Online has to a trailer from 2009, absolutely nothing is available for Samurai Showdown Online so far.


                                  Similar Article can be found at: http://www.mmoculture.com/2012/05/king-of-fighters-online-kr-set-for-late.html

                                  Square’s Theatrhythm Goes Back to Midgar on Nintendo’s 3DS

                                  Posted: 16 May 2012 03:42 PM PDT

                                  Ever since Square unveiled the Final Fantasy VII tech demo back in E3 of 2005, fans have been demanding the company bring their 1997 RPG classic to the era of HD consoles. Instead of delivering on the goods, however, Square decided to instead release port after port of their 2D Final Fantasies, along with the 13th (and unfortunately 14th) iteration of the series. With Final Fantasy XIII receiving mixed reviews and Final Fantasy XIV tainting the brand, it seems fans just want a reminder of why they loved the series in the first place. Instead of something new and different, Final Fantasy enthusiasts ultimately crave a prettier version of VII.

                                  Well, Square still isn’t listening, but they are trying new things with their mega-franchise. Theatrhythm Final Fantasy aims to bring an Elite Beat Agents-style of experience to the Final Fantasy stable on Nintendo’s 3DS, taking the series’ most popular tunes and melodies and turning them into a portable gaming experience. Having found success in the past with experiments like the Final Fantasy: Dissidia series for the PSP and Final Fantasy Tactics, the series has proven that it can thrive in other genres if given the care and attention its numerical brethren receive (again, minus XIV). Reception to Theatrhythm raised a few eyebrows during last year’s E3, but buzz is good on Square’s current foray on the Nintendo 3DS. With previews and press seeming optimistic about the experience, fans will hopefully be happy taking a nostalgic stroll through Midgar, but not staying long enough to enjoy the view.

                                  Similar Article can be found at: http://www.1up.com/news/theatrhythm-video-preview

                                  A Tale of Two Television Games

                                  Posted: 16 May 2012 03:42 PM PDT

                                  It’s certainly not easy to make a game based off a hit television
                                  series; one has to only look back at properties like Buffy,
                                  The
                                  X-Files
                                  , and The Sopranos
                                  to find examples of fantastic shows that transitioned into video games
                                  via bland and uninspired adaptations. And the less said about the Home
                                  Improvement

                                  SNES game featuring dinosaurs, the better. Observing this
                                  sad trend makes it all the more surprising that Telltale was
                                  able to create a fantastic opening

                                  to their downloadable series based on The Walking Dead.
                                  Sadly the success that they had with the AMC hit caused an old wound to
                                  open in the form of us thinking about the potential behind 2008′s Lost: Via Domus,
                                  and how it failed in every aspect that The Walking
                                  Dead
                                  succeeds.

                                  Ubisoft Montreal released their
                                  adaptation of the ambitious ABC series at the very end of Lost‘s
                                  third season. As the season finale dramatically widened the scope of
                                  the series, Lost: Via Domus attempted to retread over the first 60
                                  episodes by placing fans in the shoes of a brand new character. What
                                  followed was a bland, uninspired trod through the jungle without any
                                  focus whatsoever. Characters from the show would randomly pop-up for
                                  the sole purpose of having fans recognize them, and strange gameplay
                                  mechanics were shoehorned for no apparent reason. In short, the game
                                  was a bit of a mess. So why is it that Telltale was able to succeed
                                  with The
                                  Walking Dead
                                  where Ubisoft
                                  failed with Lost?

                                  walking dead

                                  Understanding the Source
                                  Material

                                  The Walking Dead series is
                                  built upon the question of whether or not people can coexist in a world
                                  devoid of humanity. Its themes of survival and the price you’d pay to
                                  protect those you love are ones that Telltale fully embraced and
                                  displayed prominently throughout the first episode of the game. It’s
                                  through this understanding that the game’s successes are built upon,
                                  and it’s a complete lack of this understanding that caused Lost: Via
                                  Domus to falter. Despite being set on a Robinson Crusoe-esque
                                  island, Lost is at its core about deeply tortured souls coping with
                                  their internal demons, most specifically their father issues, all while peeling back the mysteries of their newfound home. Yes, the
                                  first three seasons had their fair share of smoke monsters and
                                  gunfights, but these should not have been the focus of the game.
                                  Instead, Ubisoft should have set their sights on creating relationships
                                  between the characters as strong as those on the show, while
                                  simultaneously allowing the player to freely explore the enigmatic
                                  island as they unraveled the mystery of the setting and its occupants.

                                  Over the past six years,
                                  Telltale has been refining its craft as the modern-day torch holders of
                                  the adventure genre. Although they’ve certainly had their ups and
                                  downs, The Walking Dead may very well be their most refined experience
                                  yet. By marrying these mechanics with a strong understanding of The
                                  Walking Dead
                                  world, they’ve successfully discovered what to keep and what to let go
                                  when adapting a television series. The opposite can be said of what
                                  Ubisoft Montreal did with Lost; it’s almost as if they took a variety
                                  of strange concepts and jammed them into a Dharma-branded mold. Where
                                  Telltale allows the player to take their time and explore small, yet
                                  detailed locales, Lost relied far too heavily on the player having sunk
                                  hundreds of hours into the series in order to glean even the smallest
                                  hint of pleasure.

                                  Not Simply Fan Service

                                  Playing Lost: Via Domus without being a fan of the show was a bit like
                                  watching your very first baseball game. Without an understanding of the
                                  roles and rules, you’re left just scratching your head and wondering
                                  why these people are doing what they do. The very best moments in Via
                                  Domus were the small glimpses you had of the mysterious locations
                                  around the island. Being able to wander around The Swan Station and see
                                  where Desmond slowly lost his mind was a treat to hardcore fans of the
                                  show, but to anyone else it was simply necessary meandering through an
                                  admittedly drab bunker. At the same time, fans of the series set such a
                                  high bar from the show, and the game failed to meet even the lowest of
                                  expectations. This is where The Walking Dead comes in, with its ability
                                  to subtly reward fans of the source material while still remaining
                                  completely open to newcomers.

                                  You don’t need to have every
                                  episode of The Walking Dead saved on your DVR to relate with the
                                  characters and their predicaments in the game. The writing and voice
                                  acting are strong enough to carry their own emotional weight without
                                  relying on the audience’s preconceived knowledge of the world.
                                  Likewise, the decisions you’re forced to make in Telltale’s game have
                                  consequences that reach far beyond the inside baseball of some of the
                                  few exciting moments of Via Domus. In short, The Walking Dead is a game
                                  first and an adaptation second, whereas Lost completely swaps that
                                  order.

                                  lost

                                  Characters vs Caricatures

                                  Despite the short length of the opening episode of The Walking Dead,
                                  Telltale was able to create a rich set of characters that players could
                                  bond with almost instantly. Despite their flaws, you want to see them
                                  survive if only to learn about about their foggy pasts. The game
                                  could have easily been stuffed with iconic characters from the series,
                                  but Telltale wisely kept the references to the TV show realistically
                                  subtle. Characters don’t need to have giant flashing arrows above their
                                  head to signal their importance. This articulation was all but missing
                                  from Lost, as the game frequently had familiar characters cross your
                                  path just so fans can say, “Hey, it’s Kate!” These cameos brought
                                  nothing to the story, nor did they help flesh out anything from the
                                  television series. The game wisely created a new character for you to
                                  play as, but Elliot the amnesiac photographer was a wet blanket of
                                  boring served merely as a vessel for us to wander down the strangely
                                  limiting corridors of the jungle.

                                  It should be noted that no
                                  facet of The Walking Dead is finished — not the comic, not the
                                  television series, and certainly not the game. I can’t speak to whether
                                  or not the series will be able to maintain the momentum of its
                                  inaugural installment, but until Telltale falters, I have faith in the
                                  upcoming episodes delivering a similar blend of tension and character
                                  development. I also have faith that somewhere out there is an amazing
                                  idea for a video game based on Lost. The series is rife with digital
                                  potential in its characters, setting, and mythology, and surely some
                                  company could create a tight, engrossing experience that naturally
                                  displays the strengths of the series. But until that hypothetical day
                                  comes, we’ll just have to be happy with the fact Telltale has digitized
                                  The Walking Dead with a steady hand that’s rarely seen in television to
                                  video game adaptations.

                                  Similar Article can be found at: http://www.1up.com/news/tale-television-games

                                  BattleForge MMO Review

                                  Posted: 16 May 2012 11:57 AM PDT

                                  BattleForge is a 3D fantasy MMORTS/TCG hybrid wherein players battle for map dominance by using cards to summon units, structures, and cast spells on their opponents.  With full fledged single-player campaigns and fast paced 1v1 & 2v2 PvP duels, BattleForge is a unique mix of gameplay elements that work together flawlessly.

                                   

                                   

                                  Publisher: Electronic Arts
                                  Playerbase: Medium
                                  Graphics: High Quality
                                  Type: MMO
                                  EXP Rate: Medium
                                  PvP: 1v1 & 2v2 battles
                                  Filesize: 90 MB installer, 2GB+ patch

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

                                  Pros: +Fast-paced gameplay. +Well integrated RTS & TCG elements. +Rewarding single player content. +Upgradable cards, customizable decks.

                                  Cons: -Repetitive scenarios. -Limited unit formations. -Poorly developed story/lore. -Repetitive scenarios.

                                   

                                  BattleForge is an original game that mixes classic PC RTS (real time strategy) gameplay with a TCG (trading card game) concept.  To EA and Phenonmic's credit, the two elements are made to work well, making BattleForge an enjoyable, unique MMO gaming experience.  The production value of the game is what you would expect from a premium Western developer – the graphics are bright and vibrant, while the music score and voice acting only enhance the quality.  Originally released as retail game with a free demo, BattleForge is now entirely free-to-play, with optional micro transactions for additional booster packs.  Spell, building, and unit cards in Battleforge belong to one of four element types, and they are:

                                  Fire - Aggressive cards that deal heavy damage.

                                  Frost – Defensive cards.  Frost units absorb damage well and have access to powerful towers.

                                  Nature - Focused on control and creature cards.  Nature has powerful siege weapons and units with healing abilities.

                                  Shadow – Necromancy and destruction are the hallmarks of this element.  Shadow creatures include the undead and wicked beings like witches.

                                   

                                   

                                   

                                  BattleForge System Requirements

                                  Minimum Requirements:
                                  OS: Windows XP/Vista
                                  CPU: 1.8GHz AMD64 or Intel Core
                                  RAM: 512 MB
                                  HDD: 10.0 GB
                                  Graphics Card: NVidia GeForce 6000-Series or better, ATI Radeon 9500

                                  Recommended Specifications:
                                  OS: Windows Vista / XP
                                  CPU: Pentium 4 2.4 Ghz or better
                                  RAM: 1024 MB (1GB) or more
                                  HDD: 12.0 GB Free
                                  Graphics Card: GeForce 7000 or better

                                   

                                   

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