Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


Kickstarter: Diablo-Clone Grim Dawn Is Funded

Posted: 19 May 2012 06:00 AM PDT

Developer Arthur Bruno celebrates with new creation, the Tri-Beer.

Some of you might already have heard of Grim Dawn – way before Kickstarter was even a twinkling in Tim Schafer’s eye. It’s a project that’s been in development for a couple of years with only two permanent developers, the rest being a mix of temporary or part-timers unable to take part in development of a game that needed funding from personal bank accounts.

Let’s put it in terms that matter, however. Chances are you’ve played the excellent Diablo-clone Titan’s Quest, well Grim Dawn is being developed by the lead designer of that.

On to the facts: a few weeks ago Grim Dawn was set up for Kickstarter in the hopes of injecting the game with some much needed cash to bring in permanent developers and get the game finished.

Crate Entertainment was asking for – which it successfully funded with around 12 days left on the clock. Stretch goals were created, interest was boosted and, finally, it smashed its final stretch goal and finished on And that’s even during the release of Diablo 3.

The stretch goals will provide a whole host of content, and since they were all funded and more you can be certain you’ll get the best of Grim Dawn whenever it releases. The extra content is:

  • Dual wielding pistols (feature tech and new animation set)
  • 50 extra pieces of unique item art
  • Two additional end-game boss monsters
  • A new environment set for backers to decide on.
  • Two additional monster types (models and animations)
  • Three large, high-level dungeons, each with its own theme and named hero monster. The dungeon entrances will randomly appear in the world.
  • Savage two-handed melee weapons (includes animations and all the art required to create an entirely new item type)
  • New survivor town hidden in the remote wilderness for you to discover. Will include a new faction group and new quest-lines to unlock once you’ve gained their trust.
  • Brand new mode: Survival Mode. In survival mode players will fight to stay alive against increasingly difficult waves of monsters. It will release sometime after the game so as not to delay development.
  • A new faction and story-line.

EA to Piggyback Origin on Popular Kickstarter Games

Posted: 19 May 2012 05:08 AM PDT

Wasteland 2


As Electronic Arts continues to work toward having Origin reach feature parity with Steam — and hopefully finding something unique it can offer in the process — it also is focused on getting the software installed on as many computers as possible. Bundling it with EA’s own computer games has proven to be one effective way of doing this, whether it be with Battlefield 3 or Mass Effect 3, as has exclusively offering the digital version of its big MMO, Star Wars: The Old Republic, through the service. Now it’s extending a helping hand to independent developers who have turned to crowd-funding to get their games made in a move that will further help to increase the size of Origin’s userbase.


The publisher today announced it will waive Origin’s distribution fees for 90 days for any developer wanting to bring its crowd-funded, downloadable PC game to the service, just so long as the game is ready to publish. Develop notes the only costs developers will be subjected to are those pertaining to transactions, such as the fee charged by credit card companies. Even with that small caveat, this is still a potentially great deal for independent developers who will be able to receive a significantly larger portion of revenue on each game it sells in the three months following release. Particularly when you consider many of the games that have been funded by Kickstarter are unlikely to ever be multi-million unit sellers, that extra money could prove to be a major boon.


“The public support for crowd-funding creative game ideas coming from small developers today is nothing short of phenomenal,” said Origin senior VP David DeMartini. “It’s also incredibly healthy for the gaming industry. Gamers around the world deserve a chance to play every great new game, and by waiving distribution fees on Origin we can help make that a reality for successfully crowd-funded developers.”


Only one such game has been confirmed for release through Origin so far, but it is one of Kickstarter’s biggest to date: Wasteland 2. The game far exceeded developer inXile Entertainment’s funding goal, raising over $3.3 million by the time its April deadline was reached.

Origin


“I have had a long relationship with EA and it is great to see them recognize and support the crowd-funded games model,” said inXile CEO Brian Fargo. “Having Origin waive their distribution fees for 90 days for fan funded games is a major economic bonus for small developers. We look forward to bringing Wasteland 2 to the Origin audience.”


The savings being passed on to inXile by Origin may prove to benefit more than just the game’s developer. Fargo announced an initiative in March called Kick it Forward which will see five percent of Wasteland 2′s profits be given to other Kickstarter developers. Origin not charging any distribution fees means there should be more money to distribute through this program, which has to be welcome news for developers hoping to launch a Kickstarter campaign following Wasteland 2′s release later next year.


It’s a generous offer from EA, which gets to look good, help support indie games that the public has demonstrated an interest in supporting, and build a relationship with these developers. The one potential downside I can foresee is potential Kickstarter backers who are averse to using Origin being hesitant to support any project that proclaims it has plans to release through Origin. Developers may be able to avoid this if they commit to giving backers a DRM-free copy that does not make use of Origin. In fact, offering this exclusively through Kickstarter may be a way of encouraging backers to pledge to a project.


The benefits for the publisher go beyond those mentioned above, too, as distributing these games through Origin (and presumably including its in-game overlay) means increasing the number of computers the service is installed on. This may not help it to suddenly topple Steam, but any advantageous move it can make is going to be a welcome one, particularly if it’s something like this that won’t prove to be costly. EA is sacrificing revenue, but with transaction fees being covered by the developers that should be no big deal, especially since sales made after the first 90 days of availability will be treated like those of any other game — which is to say, EA will start to get the sizable cut that digital distributors take.

What a Horrible Night to Have a Curse: Eight Games Where Danger Lurks After Dark

Posted: 19 May 2012 05:08 AM PDT


Before the advent of electricity, mankind rightly feared the darkness and the thousands of hungry wolves lurking within. Now that we live in a world where eternal daytime can be summoned with the flick of a light switch, the lessons taught by every fairy tale put to print — stay out of dark, spooky places — can safely be ignored, since our smartphones alone can easily cut a swath through the blackness of night. Still, crushing the anxieties of our lizard brains often proves impossible, as a simple evening power outage can quickly turn us from rational human beings into quivering masses who refuse to take candlelit trips to the bathroom alone for fear of wandering House Draculas. And we’re not even safe in retreating to the escapist fantasies of video games; over the years, savvy developers have learned to exploit these primal phobias by designing worlds that turn from bad to ugly with the setting of the sun. The following games serve as fitting proof that — as the popular Nickelodeon show once posited– yes, we are afraid of the dark. Or if we’re not, maybe we should be?

Castlevania Spot

You’d think Simon Belmont earned a well-deserved siesta after vanquishing Count Dracula in the original Castlevania. Well, think again. A double-dose of bad news quickly turned Belmont’s underdog victory over the dark lord into a hollow one at best. Not only would Konami’s vampire hunter have to tackle a second tour of duty against Drac’s finest, he’d also have to cope with a curse that threatened to end his young life. Add insult to injury in the form of distrustful villagers who often lied about where to go next, deadly creatures that became more powerful and took over formerly safe areas at night, and the task of reassembling Count Dracula simply to murder him all over again, and you’ll realize that poor Simon Belmont can’t get a break from slaying the undead.

Minecraft Spot


At first glance, nothing can hurt you in Minecraft. Not the blocky chickens that cluck as they strut by, or the boxlike cows that aimlessly meander. Initially, the sunny skies of Minecraft sell the idea of a utopia untouched by the presence of evil; a place where you can mine materials and be free to build whatever obscene monument strikes your fancy. How could any mean-spirited enemies exist in such a simple and playful-looking world? Then, as the sun slowly fades into the distance, the real freaks emerge from the darkness of night, taking the form of a blocky horror picture show. After a few shameful deaths, the terrible truth is finally revealed: to properly survive in Minecraft requires shelter, or at least a really deep ditch to hide from the abominable things that come out at night.

Ocarina of Time Spot


Ocarina of Time blew the doors open, exposing a 3D-rendered world of adventure and possibilities. While the towns of Hyrule typically bustled with activity during the day, at night, most of the residents fled to their homes, making Young Link’s adventure a slightly lonely one. Thank goodness for the Stalchildren. While it’s true that these Stalfos offspring could give any young adventurer a case of the heebie-jeebies (from the prospect of skeleton reproduction alone), at least they kept you company before a swing of your sword smashed them back into the ground. So stop and hug a Stalchild today; without them, Hylian nights would feel a lot more boring.

Deadly Premonition Spot


Agent Francis York Morgan’s got a pretty sweet gig; sure, he’s been assigned to solve the grisly murder of an innocent teen, but the seemingly bottomless per diem given to him by the FBI allows York to fish, play darts, nap in random locations, and eat dozens of canned pickles on the clock. This freedom ends at midnight, though, as the transition to a new day fills the streets of Greenvale with phantom and Clifford-sized dogs until 6:00 A.M., effectively rendering exploration too much of a hassle until York smokes or slumbers on a filthy mattress until daybreak. When the sun rises, the undead citizens of this sleepy Pacific Northwestern town return from whence they came, leaving Morgan with a bright, full day of shaving and commenting on the quality of biscuits.

Diablo III’s Launch Issues Bring its Always-Online Requirement Back to the Forefront

Posted: 19 May 2012 05:08 AM PDT

Diablo III


While it could have gone worse, Diablo III‘s first few days of availability have been plagued with a variety of issues. There were problem logging in including the dreaded Error 37, and similar sorts of issues have continued to crop up since then, leading to several instances of the servers being taken offline. This has all been widespread enough that Blizzard apologized for the situation, but really, these sorts of problems are to be expected following the release of an enormously popular online game. But not everyone wants Diablo III to be an online game, and those players have suffered right alongside those who do.


Aside from the times that the servers have been brought down for emergency maintenance, which invariably affect everyone, not everyone has been subjected to a less-than-ideal experience. Having skipped the launch rush on Tuesday, I’ve yet to run into any problems myself, save for one where I’m occasionally told someone I’m chatting with is not online, which requires me to re-send my message. Annoying, sure, but hardly a big deal, especially in light of people who are losing their Achievements or having trouble playing at all for one reason or another.


And although complaints have begun to crop up about features which were cut from the game — some only temporarily, like the PvP Arena mode that is coming at a later time or the real-money auction house that has now been pushed back from its scheduled May 22 launch — I think among the most legitimate is an issue raised well in advance of launch. It’s one that has been especially problematic this week, and that is the inability to play offline.


It was last August that Blizzard revealed the game would require players to be online at all times in order to play. Many of the features this requirement would enable, such as a persistent friends list, party system, and characters (which are stored server-side) sounded great to those of us who planned to always play online, yet they do not address the fact that some people simply do not care and want access to an offline solo mode. The negative reaction to this news “surprised” Blizzard, which claimed the move was not meant to ward off pirates and that it did not see it as a punishment for solo players.

Diablo III


The rationale behind its position is you can still play the game without teaming up with other players; you just have to be online to do so. For some that is an unacceptable caveat because they want to play while traveling, don’t have reliable Internet access, or, as we learned this week, because Blizzard has been forced to bring the game’s servers down for maintenance, making it impossible to play for everyone. It’s understandable that such a problem could prevent me from playing online with friends, but I can only imagine how frustrating it has to be for a player who has spent $60 on a game and wants to play it on his or her own but cannot because of this requirement.


It’s an interesting issue, as you’ll rarely hear anyone complain about an MMO requiring players to be online. The reason for the requirement is obvious, yet like in Diablo, not everyone plays MMOs with other players — Star Wars: The Old Republic and others can be soloed much of the time. But as soon as a game is not labeled an MMO, this becomes a problem as there is a disconnect in how players and developers/publishers perceive an always-online requirement. Ignoring the other effects such a decision would have, I wonder what the reaction to the always-online requirement would have been like if Blizzard positioned the game as a subscription-free MMO, not an action-RPG sequel to a line of games that have always been playable offline.


Having spent the majority of my time thus far playing the game by myself, I can say I think solo players are missing out on the best experience possible. Teaming up with other players, whether they be friends or strangers, makes exploration more entertaining and the game more challenging. It also provides you with the opportunity to see how other players have chosen to customize their character — while there have been criticisms suggesting the removal of the classic skill tree and attribute assignment have made it so the players of each class have identical characters, as you level up that proves to not be the case in my experience. I’ve already found myself playing alongside a player of the same class at a similar level, and we each had completely different skills we had chosen to employ. It allowed us to compliment one another nicely, my companion slowing down and taking out tougher targets more effectively as I easily took down huge waves of lesser enemies. And, as far as I could tell, neither of us was at a disadvantage for not making the “right” choice.


However, it bears pointing out again that some people don’t want this type of experience. They may want to engross themselves in the world of Sanctuary and imagine they are the lone hero that has to take on Diablo and company. Or maybe they want to play while on the go. Or at home without having to worry about getting kicked back to the last checkpoint because their Internet connection cut out. These may not be concerns of mine or yours, but that makes them no less valid. Just like how the game was deliberately designed to allow for players to choose their skills without worrying about which has been deemed to be the best by the online community (viable play versus optimal play), players should also be free to decide whether or not to play the game while connected to Blizzard’s servers.

Capcom Reveals 3DS Spin-off to Lost Planet Series

Posted: 19 May 2012 05:08 AM PDT

With Lost Planet’s roots firmly planted on consoles, it comes as a surprise that the series will soon be making a trip to portables in the form of E.X. Troopers for the Nintendo 3DS. Taking an anime-inspired look and featuring gameplay similar to its console brethren, it appears that the franchise will be bringing some familiar elements to Nintendo’s smaller screens. As sudden as the announcement is, Capcom seems to be taking an unexpected approach for the franchise on portables.



The most jarring element of the whole trailer, though, can be found in the game’s distinct anime style; an attempt possibly made to attract the younger demographic of the 3DS’ audience, and to ensure the portable’s 3D features will pack as much of a punch as possible. Taking a Jet Set Radio aesthetic mixed with panels straight out of a comic book, the game is taking a new approach to presentation for the series that may be a good match for the platform.


As random as this E.X. Troopers may seem, it could end up being a good match for the 3DS. With the title being developed for the 3DS (and with an anime-friendly art style at that), it’s easy to be reminded of the last big project Capcom developed for the 3DS, Mega Man Legends 3.


With Legends’ cancellation, it may be presumptuous to assume, but one can’t help but wonder if E.X. Troopers could be the remnants of Legends’ canceled development. With Legends shuddered, something had to be done with all those assets and code, right? There’s no real way to know if this may be the case, but the title will probably be on display in some form or another at next month’s E3.

Firaxis Dev Diary Talks XCOM, Rebooting A Classic

Posted: 18 May 2012 06:59 AM PDT

And is more than a little creepy…

If this wasn’t the Year Of The Classic RPG then we can’t wait for when it is. Baldur’s Gate is returning, Shadowrun is springing to life and – of course – there’s XCOM on the way. Turn-based RPG players around the globe are spending 3AP drooling in anticipation.

And here’s XCOM’s lead programmer Casey O’Toole talking about revitalising a turn-based classic.

It’s an interesting video to gain insight into how Firaxis are looking at the XCOM reboot, however. O’Toole’s description of the original XCOM as “brutal in its difficulty” is something we can all agree with, more so the part where he talks about the first time he lost his squad to a powerful alien assault.

“If you were a real man, you let those guys die”

Most important is some of the differences between the original XCOM and this reboot, with O’Toole saying “we feel like we’ve enhanced the things that we liked and removed some of the things we didn’t that we thought were tedious.”

He also drops a little nugget around the suppression ability, where your squad-mate will continue to fire on an enemy throughout a turn so it ‘feels’ like it’s taking on a real-time element without compromising the turn-based part of the game.

There’s not much in the way of concrete fact in the video, but it’s certainly interesting for XCOM fans to watch.

Diablo 3 Review

Posted: 18 May 2012 06:39 AM PDT

Blizzard’s long-awaited Diablo sequel is here, but is it all that fans have wanted? Find out in our Diablo 3 review.

For all its means, Blizzard is a company that still prefers the subtle. It works behind the scenes, tweaking this and that, making sure that all the moving parts are working just right.

And before you know it, you've been playing the developer's games for five years. Diablo 3 fits right into that template, as does StarCraft 2, which is now almost two years old and still going strong.

Diablo 3 plays much as it did a decade ago with its randomly-generated dungeons and point-and-click combat, the majority of the changes being under the hood.

But as the game goes on and the changes pile up, it becomes apparent that, yes, Diablo 3 has changed a great deal in the past decade. And yes, it's still a great dungeon crawler.

The story picks up with one of five classes, each of which straddles the line between basic template and full-fledged character. Characters like the Demon Hunter are technically nameless archetypes, but their backstories are fleshed out through narrated cut-scenes, and through random dialogue.

One of our favorite moments comes in Act II, when a powerful sorcerer tempts our character with the promise of power. "With your bloodline, you could be a god, you know," he taunts.

Blizzard doesn't go much further than that in developing the characters, but it doesn't really need to. Imagination is more than enough to take things from there.

In general, the developer is very good about not beating players over the head with its carefully crafted universe. Even the medieval audio logs sprinkled throughout each dungeon manage not to jar too heavily, adding additional color to the point-and-click bloodletting.

As for the story itself, it's clear that Blizzard intends for Diablo 3 to be a grand finale of sorts for the trilogy. Old locations return, there are constant references to the battles of previous games, and the stakes feel higher than usual.

The scope of Diablo 3 is greater even than that of the second game, which moved the story out of the tiny village of Tristram and into the world at large.

The story is full of set-piece battles, each more grandiose than the last, which only serve to hammer home the point that, yes, this is the end.

One of the best moments in the game comes amid a massive battle between human and demon, followed by a (seemingly) suicidal charge through enemy lines.

It's here that Blizzard's sense of the cinematic and the pure, fast-paced action comes together to become something special.

But as mentioned earlier, Blizzard deals best in the subtle, and there's never any doubt where the focus of Diablo 3 lies. Even after the final battle is completed and the credits roll, your warrior is still there, ready for the next difficulty level.

Diablo 3 Review

AI companions are omnipresent through your adventure, and they always have something interesting to say.

As such, the balance between the classes, the skills, and the loot get the bulk of Blizzard's attention, which is for the best.

We can already see the debates starting to brew over whether the Barbarian is overpowered, or the Demon Hunter is underpowered, and that may indeed be an issue on Hardcore – the infamous difficulty mode in which characters can die permanently.

But on normal mode at least, all of the classes are perfectly viable, and the challenge is well-balanced and engaging. Everything clicks at around level 20, which is to say that it's the point where the player starts to welcome crowds of monsters, safe in the knowledge that they have the tools to wipe them out wholesale.

But at the same time, death is always just around the corner for the complacent or the foolhardy, especially when facing Heralds of Pestilence and their powerful poison attacks.

The well-balanced difficulty is aided in part by the overhauled skill system, which provides a great deal of flexibility in putting together a build.

Every character class has dozens of active and passive skills that are unlocked throughout the game, and every one of those skills has multiple runes that can change the very nature of the ability.

It may not seem like much, but after unlocking all four active skills and all three passive skills, plus a whole of runes, the build possibilities became mind-boggling.

Diablo 3 Review

Diablo 3 has quite a few mini-bosses and bosses. But when one of the Lords of Hell show up, Blizzard doesn't mess around.

We didn't settle on a final build until the very last dungeon, constantly experimenting with this skill and that rune until settling on what felt like a good combination.

Even now, we're not entirely convinced that there isn't still a better loadout for us to find, which is the best possible reason to keep playing.

The other, rather nefarious, way that Blizzard keeps players hooked is through the achievements. Naturally, achievements aren't exactly new, but they do have a unique psychological effect in Diablo 3 that takes its cues from modern console gaming.

Whenever players log in, they are quickly inundated with notifications that their dungeon-crawling friends have reached level 20, defeated a demon lord, or completed one of the random events.

It encourages a constant back-and-forth of oneupmanship between players, and adds further compulsion to an already addictive gaming experience.

But it also adds to Diablo 3's overarching online infrastructure, which effectively turns Diablo into a single-player MMORPG that's only a half-step removed from World Of Warcraft.

The benefits of such a setup for Blizzard are obvious. It limits cheating (a huge issue since the beginning of Diablo), cuts down on piracy, and makes it that much easier to integrate the online matchmaking and the new auction house.

Diablo 3 Review

Diablo III retains the demonic feel that characterized the previous games with covens and evil rituals.

However, the limitations of the online-only platform have become pretty clear since launch. It has resulted in moments in which every enemy on the screen has simply frozen, then abruptly sped up, as if caught in a time warp.

We've lost progress (and yes, gear) to blips in the server connection. And most galling of all, we've had intense boss fights interrupted by Blizzard taking the servers offline for maintenance.

There are times when everything has gelled nicely – as when we opened up our game to the public and got a nice pick-up group together for the final boss battle – and there are times when we have had to restrain ourselves so we don't throw our Diablo 3 disc out the window.

Indeed, as long as we're complaining, we're also disappointed that Blizzard is continuing the age-old PC tradition of promising a feature, then patching it in later.

Both the 'real money' auction house and player-versus-player combat are much-hyped features that missed the game's launch. It feels strange to be playing such a finely-tuned machine of an RPG, but to know that certain parts are missing from under the hood.

Over the next few years though, we expect that the difficult launch and the missing features will be seen as mere growing pains – and yes, we do think that a lot of people will still be playing Diablo 3 in a few years.

Maybe not as many as StarCraft 2 or World Of Warcraft – hardcore Diablo players are a fairly specialised breed – but enough to warrant the occasional additional content drop.

Diablo 3 Review

Where Diablo 3′s graphics really shine is in the art direction, which consistently delivers grand vistas.

After all, Diablo 3 isn't really finished until you've hit level 60 and kitted out your character in all epic loot, which is a quest that goes well beyond the scope of the initial playthrough.

It's moot to comment on whether it lived up to the long-building hype, as expectations will vary even more widely than usual between the casual consumer and the hardcore fan.

However, the close attention to detail given to capturing the look and feel of the first two Diablo games – even down to using the original sound effects – should tell you all you need to know about Blizzard's approach to the rest of the game.

Glory Desinty Online (TW) – New Hunter class announced

Posted: 18 May 2012 05:45 AM PDT


[English server] While the English server just went into Open Beta recently, the original Taiwan server announced major new content earlier today. Introducing the all new Hunter class for Spirit Tales (also known as Glory Destiny Online), which will be exclusive to the Gold Kirin Tribe. I am guessing new classes will be added subsequently to the other tribes as well.


Similar to the other classes, there are 2 advancements for the Hunter to choose from. Loosely translated, the Phoenix Sniper concentrates on pure damage, while the other focus on party buffs (sort of like a Bard). The Hunter class will offset the lack of ranged damage in the initial 2 classes of the Gold Kirin Tribe.


I played the Taiwan server a while back (link) and also the Media Preview client of Spirit Tales (link), and I must say the game really attracted me, despite the haters of cutesy designs condemning it without playing.


This posting includes an audio/video/photo media file: Download Now

Carmageddon Dev: Kickstarter ‘Not A Trivial Undertaking’ For UK Studios

Posted: 17 May 2012 11:07 AM PDT

UK-based Carmageddon: Reincarnation studio Stainless Games reveals how it got setup for US site Kickstarter.

Carmageddon: Reincarnation developer Stainless Games has revealed the trick to getting on Kickstarter for non-US studios – setup a US-based company.

“Kickstarter's really not ideally set up for anyone outside the US to start a campaign,” Stainless Games co-founder Neil ‘Nobby’ Barnden told NowGamer.

“It's because the site uses amazon.com payments, which require the person setting up their account to have the necessary accompanying US tax information required to receive the money pledged. To do this, we had to set up a US company, and a US bank account, which is NOT a trivial undertaking!”

Stainless spoke to Kickstarter during the process, but it isn’t something the developer would suggest to others.

“At present, I wouldn't recommend trying it unless you have access to a US lawyer who can handle setting everything up for you Stateside, as we have. Hopefully Kickstarter will sort this out as the popularity of the site continues to grow worldwide, because it really has been a hassle to try and get it all set up. And it actually delayed us launching by three weeks or more.”

Carmageddon: Reincarnation’s Kickstarter page generated way over half of its £252,578.46 ($400,000) target in a week, and still has 20 days to go. Notch persuaded the studio to release the game via a model similar to Minecraft.

TERA Review

Posted: 17 May 2012 11:05 AM PDT

Combat has often been the blot on the otherwise seamless fantasy presentation that MMOs inimitably have the ability to conjure. No matter how refined the mystical realm, how compelling a quest or how intrinsically allied the guild, a couple of clicks followed by a flutter of arbitrary numbers has always felt disjointed by comparison.

TERA's combat system dispenses with such aloof mechanisms, instead replacing point-and-click manoeuvres with tactical, intuitive and diverse gameplay.

Players direct action using a reticule – a concept seemingly far more preposterous in the genre than warlocks and ogres – enabling players to not only conduct action more accurately but gain an intense gratification from the system – which works both ways of course; death is rarely a result of anything other than the player's error.

Straight away the game's prologue gives players a taste of the underlying potential of combat, dropping you in at level 20 with a variety of abilities depending on the class.

It's a gracious way to sidestep the usual indecision that comes with picking classes – how do you know an Archer will suit your playstyle after ten-or-so hours invested into the game? You can't possibly, so it's a gentle introduction to a hefty time investment.

It's also a great opportunity to have a toy with each of the classes. The more physical of which are well balanced, each mindful of the strengths and weaknesses of each other.

 

TERA Review

While BAMs come in many forms, this one's a giant enemy crab.

For instance, Slayer is a predominantly offensive class (dealing hefty damage with a two-handed greatsword) but makes up for a lack of defensive capabilities with quick movements and a dodge ability.

It also comes equipped with a useful attack that knocks down enemies, enabling other players to attack en masse.

Other classes follow suit. Archers are proficient in long-range attacks, while Warrior is an even balance of offensive and defensive strength.

Shame then that magical classes (Sorcerer, Mage and Priest) feel underpowered, seemingly designed to support at the concession of strong attacks.

But a balanced team is crucial to a significant portion of TERA's design. Dungeons – especially those reached at higher levels – require an even balance of abilities and encourage healthy strategy discussions within your party.

There's plenty of design flair in these cavernous pits, housing bad-ass monsters (the in-game term for bosses – BAM for short) from basilisks, frost giants and dragons.

They are exquisitely designed, awe-inspiring creations, fuelling a huge amount of anticipation and trepidation as you embark on the next raid.

In fact, you'll rarely find an MMO that features such a diverse and vibrant range of landscapes as TERA, with charming inhabitants ranging from the brutish Humans and Barakas, to cutesy bear-like Poppori and bunny-eared Elin that populate each district.

TERA Review

Magical classes feel underpowered compared to the more physical characters.

It's certainly a cut above the standard design whims of MMOs, so it's a shame that it drops the ball when it comes to the story. While it significantly picks up the pace as you near the level cap (and it's certainly one of the quickest MMOs in terms of progression), the lore is often too dense and the quests too mundane to fully engage players.

Professions appear to be an oversight as well, with blacksmithing, alchemy and the like requiring far too high a price of gold and demanding excessive resources to be worthy of the investment – especially when you can acquire gear on the cheap with less effort elsewhere.

It's easy to overlook such quibbles, especially as Bluehole Studios has crafted a hugely impressive and staggeringly ambitious MMO for its debut.

Even small touches – such as servers having multiple channels so players can switch easily, supporting players who prefer some PvE time – is indicative of a confident studio with a firm handle on what players want.

However, as impressive a feat as this is, the inevitable grind still chokes long stretches of game time. Fetch quests, kill x number of that monster and collect so many environmental items are some of the outdated missions that otherwise jar with the refreshing sensibilities of the rest of the game.

At the time of review a few of the features were missing, such as the Political System (enabling players to vote other players as a ruler) and PvP battlegrounds, so perhaps these elements will help relieve some of the monotony.

Ultimately, TERA falls short of greatness within the genre. While the deeply involving combat system is a huge leap forward, it stumbles over too many of the small fundamentals.

Nevertheless, it excels in so many other forms that there's little question it's worthy of your time. It's fair to say that there's no other MMO quite like it.

MMO Updates

MMO Updates


TERA goes on special sale on Amazon, comes with shiny mask

Posted: 19 May 2012 10:00 AM PDT

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So I just learned what TERA actually stands for. I'd always assumed it was 'tiny elim, RAHHHH ACTION'
We've told you previously about Amazon's special limited-time MAYhem sales, but the news just keeps getting better. Today TERA is on sale at 50% off (and it will be again on May 26th), bringing it down to a delectable $24.99 for the standard edition and $29.99 for the collector's. What's more, folks who purchase between now and May 28th will get treated to an "Olive Bandit Mask," an exclusive new facial customization feature.
The olive bandit mask is a subtle bit of headwear for essential outlaw occasions. This mask disguises your identity while enhancing your reputation as a figure of mystery. Don't get caught without your exclusive olive bandit mask while out adventuring in the world of TERA. Better yet, don't get caught at all.
If you're kicking yourself for missing out on a free goodie because you purchased the game already, fear not! Any Amazon customers who've previously bought the Digital Download of TERA will have the item code automagically placed into their Games and Software Library. Amazon's aiming to reward its loyal users by making sure that all such unique content is offered to all customers. That means that anyone who purchases now will also be eligible to receive any future unique promotional items.

If you've been waiting for a price-drop to take a running jump into the world of TERA, it just may be that now's your time, especially since there's nothing cuter than a Popori in a bandit mask.

[Source: Amazon press release]

MassivelyTERA goes on special sale on Amazon, comes with shiny mask originally appeared on Massively on Sat, 19 May 2012 12:00:00 EST. Please see our terms for use of feeds.

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    WRUP: How is this not fully funded edition

    Posted: 19 May 2012 08:00 AM PDT

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    I need this game to exist.  My past self would never forgive me otherwise.
    For various terrible reasons, I only just found out about Panzer Pets (and yes, we did cover the announcement on Massively, but I still occasionally miss news we cover). Like many ambitious projects, it's on Kickstarter, but as of right now it's not even 10% funded, which raises the question of why we live in a world where a game that offers to let you build your own little robots and send them into battle was not funded about eight minutes after the page went live.

    I think this should be rectified. My only regret is not having the full sum to just fill up the funding by my lonesome.

    What's that? Oh, right, WRUP, in which the Massively staff members discuss what they'll be playing over the next two days. We also discuss our thoughts on open vs. instanced housing. Jump on past the break to see our weekend plans, and let us know what you're going to be doing in the comments!

    Continue reading WRUP: How is this not fully funded edition

    MassivelyWRUP: How is this not fully funded edition originally appeared on Massively on Sat, 19 May 2012 10:00:00 EST. Please see our terms for use of feeds.

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      The Daily Grind: How much character customization is too much?

      Posted: 19 May 2012 06:00 AM PDT

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      Spirit Tales
      Forty million. That's how many fashion combinations Spirit Tales is boasting. Forget, for a moment, whether you are a fan of Anime-inspired MMOs and cutesy fare and consider that staggering number on its merits.

      I don't think players are really confused by a mind-numbing array of options. Heck, some of us live for cosmetic gear and could never get enough. But each one of these character tidbits was designed and modeled and textured and coded in by someone, and while we know that game development resources aren't wholly fungible, it's still true that money spent on pigtails and lollipop weapons and hats that look like snakes is money not spent on other features like housing and combat -- features more likely to be used by far more players than bunny ears.

      How much character customization is too much?

      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: How much character customization is too much? originally appeared on Massively on Sat, 19 May 2012 08:00:00 EST. Please see our terms for use of feeds.

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        Betawatch: May 12 - 18, 2012

        Posted: 18 May 2012 06:00 PM PDT

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        Betawatch - D3
        This week on Betawatch, we say farewell to Diablo III, which (at least nominally) moved on from beta to official launch on Tuesday. Bizarrely enchanting new MOBA SmashMuck Champions takes its place, joining our list with a closed beta planned within the month. We've also added MechWarrior Online to the alpha list, as reader mblakeman2001 rightly pointed out the game is in a friends-and-family beta!

        CCP has begun sending out DUST 514 beta keys and opened registration, and we've also learned that Blade & Soul will leave beta and launch in July... but only in Korea. Sadface.

        Finally, The Secret World's second beta weekend kicked off earlier today, but if you're not in it, you can content yourself with our hands-on with the game's combat and mission system.

        Enjoy the entirety of our Betawatch roundup post-cut!

        Continue reading Betawatch: May 12 - 18, 2012

        MassivelyBetawatch: May 12 - 18, 2012 originally appeared on Massively on Fri, 18 May 2012 20:00:00 EST. Please see our terms for use of feeds.

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          MMObility: An exclusive look at the Runespan in RuneScape

          Posted: 18 May 2012 05:00 PM PDT

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          RuneScape screenshot
          Jagex, developer of the ever-popular browser-based game RuneScape, is known for its rapid development schedule. Heck, I fully expect that this article will be outdated by the time I finish its rough draft. Players of the Jagex flagship MMO can log in to find new items, places to explore, and quests to do almost weekly. I tend to poke my nose into the game several times a week, so I know that a more casual player has endless amounts of content to run through. I might level up my construction skill and then switch to something completely different. I just recently spent an afternoon playing with just the new bonfire skill.

          Of course, those pesky developers are at it again: giving me more content to go through even though my highest skills hover around only the level 40 mark. This time it's the Runespan, a brand-new area that helps players level runecrafting by offering them a one-stop shop that is more casual and non-competitive than the normal runecraft experience.

          I got the chance to call up some of the lead developers on the phone and ask not only about the Runespan but about the new FPS improvements, so be sure to check that out!

          Continue reading MMObility: An exclusive look at the Runespan in RuneScape

          MassivelyMMObility: An exclusive look at the Runespan in RuneScape originally appeared on Massively on Fri, 18 May 2012 19:00:00 EST. Please see our terms for use of feeds.

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            The Elder Scrolls Online Ebonheart Pact faction profiled

            Posted: 18 May 2012 04:30 PM PDT

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            The Elder Scrolls Online: the Ebonheart Pact
            The flashlight of knowledge has already been directed at two of The Elder Scroll Online's three main political factions, and now the third is getting a little time in the light. We've already told you about the Daggerfall Covenant and the Aldmeri Dominion, and today Game Informer is closing out ouroboros with the third faction, the Ebonheart Pact.

            The alliance that makes up the Ebonheart Pact was first forged after an Akaviri invasion, when the Nords and Dunmer banded together and then cut the Argonians in on the friendliness in order to find safety in numbers. While the Aldmeri Dominion is bent on conquering and ruling, the Ebonheart Pact is really just an attempt to stay alive in a world of invasions and power struggles.

            The Dunmer, also called Dark Elves, call the familiar lands of Morrowind home. Skyrim, which a few folks may have heard of thanks to a rather underground game that came out last year, is home to the militant and cold-resistant Nords. The reptilian Argonians, or Saxhleel as they like to call themselves, come from the Black Marsh, also known (by way of total coincidence, I'm sure) as Argonia. They share the area with the Hist, a race of sentient trees, and all matter of poisonous and malicious critters and plants.

            If you need help keeping all the names straight (the Nords are also referred to as children of the sky, by the way, although apparently that's an informal title), be sure to read the full profile.

            MassivelyThe Elder Scrolls Online Ebonheart Pact faction profiled originally appeared on Massively on Fri, 18 May 2012 18:30:00 EST. Please see our terms for use of feeds.

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            Age of Empires developers talk about free-to-try and free-to-play

            Posted: 18 May 2012 04:00 PM PDT

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            Age of Empires Online
            Gas Powered Games is aiming to take Age of Empires Online out of DLC-supported free-to-play and into a truly free model. That means moving away from what Systems Design Lead Eric Williamson described as "more of a free to try" model and implementing a system through which players can earn points to unlock anything that could be more quickly bought with money. In anticipation of this change, PC Gamer sat down with Williamson and Design Lead Steve Bauman for a chat about some of the philosophy behind the change.

            Williams said that their hope is that people who were previously turned off by the imperative that they spend money for full in-game advantage will be willing to give it another go. Players will now be able to earn enough points to unlock a premium civilization in "as short as two or three weeks of daily play," so those who spend the most time in-game will reap the greatest reward. Empire points, the purchase resource that will be gained by either money or in-game achievement, will be earned by players as they complete specific campaign quests, level up, and participate in Alliance Contests.

            MassivelyAge of Empires developers talk about free-to-try and free-to-play originally appeared on Massively on Fri, 18 May 2012 18:00:00 EST. Please see our terms for use of feeds.

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            New flythrough video previews Project Copernicus

            Posted: 18 May 2012 03:45 PM PDT

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            A pair of scales might be more apropos.  Or dice.
            In the wake of the Rhode Island governor's release announcement, all eyes are on 38 Studios and Project Copernicus. Up until now the title has been talked about only in hushed tones, but today we've gotten a little something more: a flythrough of some areas of the game, showing off what we can expect from the environments. And suddenly that announced release date seems just a touch more plausible because the environments certainly look gorgeous.

            Players of Kingdoms of Amalur: Reckoning will no doubt recognize some of the environmental looks if not the exact locations, but everyone can appreciate the design that's gone into each region. Of course, it's a long road between showing a pretty place and making a playable game, and 38 Studios is still struggling to keep its head above water. But the MMO the studio has promised seems a bit more plausible now, and hopefully there's a light at the end of this particular tunnel.

            [Thanks to all the tipsters who sent this in!]

            Continue reading New flythrough video previews Project Copernicus

            MassivelyNew flythrough video previews Project Copernicus originally appeared on Massively on Fri, 18 May 2012 17:45:00 EST. Please see our terms for use of feeds.

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            EVE Insider gets into the nitty gritty of the new ally system

            Posted: 18 May 2012 03:00 PM PDT

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            Evil Pair of Ducks v. Pair of Ducks: FIGHT
            In a never-ending effort to facilitate the spread of war and destruction, the good folks at CCP have cooked up an Ally System for EVE Online's upcoming Inferno expansion -- a system that will enable players to put their services on hire or find a buddy to join them in a war. In a dev diary update today, the system was brought out into the light and displayed in detail.

            Wars you're engaged in will show up in the Our Wars tab (under the Wars tab, under the Corporation tab in your Neocom), as will any wars that you're an ally in. If you're a CEO or Director, you can list yourself as Open For Allies and decide whether or not to accept offers for help -- which you should expect, naturally, to come at a price. Negotiation of prices can be carried out through normal communication channels, as the current UI allows you only to accept or decline the offer.

            If trouble hasn't found you and you want to spice things up, the All Wars tab is the place for you: It's a list of, well, all active wars, with information like who's asking for an ally and wars with one or more allies. By default, the list shows the 50 most recent wars, but it's also searchable by corporation/alliance. There's an "Assitance requests only" box that you can check to speed up the sword-selling process. Once you've made an offer, possibly done some negotiating, and been accepted, you'll be counted as an ally, although you'll have to wait 24 hours to start fighting.

            The purpose of this system is to give more options to defenders, introduce some risk for attackers, and provide ways for mercenaries to support themselves. There's a whole list of extra rules and explanation over on the blog proper, so be sure to check it out.

            MassivelyEVE Insider gets into the nitty gritty of the new ally system originally appeared on Massively on Fri, 18 May 2012 17:00:00 EST. Please see our terms for use of feeds.

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            Turbine is recruiting next week in (where else?) Rhode Island

            Posted: 18 May 2012 02:00 PM PDT

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            Turbine logo
            If you're going to be anywhere near New England next week, and you're interested in breaking into the games business, you might want to stop by Turbine's latest recruiting event. The developer of Lord of the Rings Online and Dungeons and Dragons Online is hosting a meet-and-greet in Providence, Rhode Island, on Tuesday, May 22nd.

            The shindig runs from 5:00 p.m. to 9:00 p.m. at the Hotel Providence, and Turbine is looking to fill 50 job openings at its Needham studio location (and hey, they're probably even paid positions!). Check out a listing of current opportunities at the official Time Warner career website.

            [Source: Turbine press release]

            MassivelyTurbine is recruiting next week in (where else?) Rhode Island originally appeared on Massively on Fri, 18 May 2012 16:00:00 EST. Please see our terms for use of feeds.

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              Matt Firor on The Elder Scrolls Online's '100% solo' personal story

              Posted: 18 May 2012 01:00 PM PDT

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              Screenshot -- The Elder Scrolls Online
              Games in the Elder Scrolls series have always been about giving players the opportunity to become the game's hero, and it looks like The Elder Scrolls Online will be no different. The title's game director, Matt Firor, has announced that each character's main storyline in the game will be "100% solo."

              Firor points back to the previous entries in the series, stating that "in The Elder Scrolls games, you're always the hero... The last thing you want to do is have the final confrontation with Mehrunes Dagon as he's stomping across the Imperial City, and you see like 15 guys behind you waiting to kill him." While it's a good point, we can't help but wonder what kind of an impact this design will have on the social aspect of the MMO, but at this point all we can do is wait and see. Firor's full interview over on Game Informer has plenty of extra information as well, so if you're jonesing for more details, just head on over and check it out for yourself.

              MassivelyMatt Firor on The Elder Scrolls Online's '100% solo' personal story originally appeared on Massively on Fri, 18 May 2012 15:00:00 EST. Please see our terms for use of feeds.

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              38 Studios' Project Copernicus to release in June 2013, says RI governor

              Posted: 18 May 2012 12:30 PM PDT

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              38 Studios' Curt Schilling
              It is not every day that a U.S. governor is the one to announce the launch window for an MMO, so savor the weirdness while you can: Rhode Island Governor Lincoln Chafee announced at a press conference that 38 Studios will be releasing code-name Project Copernicus next summer. "What I understand is Copernicus is June of '13," Chafee said. He also stated that he thought the financial deal was a "risky enterprise" from the start.

              38 Studios Founder and Chairman Curt Schilling said on Facebook that rumors of his using the state funds to repay his personal investment in the company was "not true." In a separate post, Schilling attempted to set an optimistic tone: "We will find a way, and the strength, to endure."

              We have been following the financial turmoil that 38 Studios is in following its default on paying back Rhode Island for its $75 million loan. The studio and state are looking for options, but in the meanwhile, 38 Studios has been struggling to make payments by holding back employee paychecks and seeking additional capital from private investors.

              Massively38 Studios' Project Copernicus to release in June 2013, says RI governor originally appeared on Massively on Fri, 18 May 2012 14:30:00 EST. Please see our terms for use of feeds.

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              Storyboard: The second anniversary of Storyboard

              Posted: 18 May 2012 12:00 PM PDT

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              Yes, I plan to have something bizarre for this every anniversary.
              Last year, I had planned to change up the focus of Storyboard a little. The "high and wide" format had been working, but I was worried that the column just wouldn't have legs if I didn't start going for more focused and narrow applications. So I spent several months working on just the right way to do more game-specific columns in here.

              You don't remember them, of course, because none of them was ever posted. Those several months of work did not produce a single viable column.

              At the capstone of the second year of Storyboard, I'm forced to basically eat crow about one of my major plans for the last year because it turns out that not only did it not work but it didn't need to work in the first place. I managed to fill up another year of columns just fine without going into great detail about one game over another, and as it turns out, I'm a lot happier with this year as a whole anyway.

              Continue reading Storyboard: The second anniversary of Storyboard

              MassivelyStoryboard: The second anniversary of Storyboard originally appeared on Massively on Fri, 18 May 2012 14:00:00 EST. Please see our terms for use of feeds.

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                The Firing Line: World of Warplanes producer talks matchmaking, progression

                Posted: 18 May 2012 11:00 AM PDT

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                The Firing Line - World of Warplanes producer interview
                Last week I talked a bit about a couple of flight sim shooters coming soon to a PC near you. One of them is World of Warplanes, the followup title to Wargaming.net's ubiquitous World of Tanks hit.

                The World War II action MMO masters are slipping the surly bonds of earth with a new lobby-based battler that's currently flying through the early phases of its global alpha test. I had a few burning questions for the devs, including specifics on the matchmaking system, progression, and the possibility of historical scenarios. Producer Anton Sitnikau was gracious enough to answer those and more, so head past the break to see what he had to say.

                Continue reading The Firing Line: World of Warplanes producer talks matchmaking, progression

                MassivelyThe Firing Line: World of Warplanes producer talks matchmaking, progression originally appeared on Massively on Fri, 18 May 2012 13:00:00 EST. Please see our terms for use of feeds.

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