MMO Updates

MMO Updates


The Road to Mordor: Riders of Rohan media blitz

Posted: 07 Jul 2012 10:00 AM PDT

Filed under: , , , , ,

The Road to Mordor Riders of Rohan media blitz
While talking about music and goats is all well and good for this column, I've certainly heard those of you crying out, "Talk about Rohan! Rohan! Rohan!" Understandably, the desire to discuss and think about the upcoming expansion is strong in many of our minds, but I've also been mindful of not wanting to get fatigued by talking about this and nothing else. Remember, just because you're at the endgame and are the target audience for Riders of Rohan doesn't mean everyone is.

That aside, it's actually pretty hard not to talk about the expansion this week. Turbine's showing more chutzpah this year with its marketing and promotion, and part of that has come in the form of several developer diaries and music videos. I think we're used to lengthy typed dev diaries, especially ones that come a day or so before an update goes live, but this is the first time in my memory that the team's utilized video so widely to promote a product.

I kind of like it.

So let's take a trip through these recent releases and see what we can't glean from them!

Continue reading The Road to Mordor: Riders of Rohan media blitz

MassivelyThe Road to Mordor: Riders of Rohan media blitz originally appeared on Massively on Sat, 07 Jul 2012 12:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

    WRUP: New kitten edition

    Posted: 07 Jul 2012 08:00 AM PDT

    Filed under: ,

    Her full name is Tali'Dixie Vas Foxbear Nar Kittmandy.
    I've been in a sadly cat-deprived household since Ms. Lady and I moved to our new home. Last weekend, we went to the humane society to look at new cats, and now we have a new little darling named Tali (yes, really). She's a five-year-old dilute tortoiseshell with a manx tail, and she's adapting quite nicely to the new house. Except that she's incredibly squawky. Seriously, I can pretty much use her as an alarm clock most of the time.

    But you didn't just come here for talk about cats; you came here for WRUP. And this week's WRUP is, stunningly, about what the Massively staff is up to over the weekend. You know, like every other weekend. Plus we talk about whether or not a game's launch has lived up to our expectations. So check out what we'll be up to over the next couple days, and let us know your plans down in the comments!

    Continue reading WRUP: New kitten edition

    MassivelyWRUP: New kitten edition originally appeared on Massively on Sat, 07 Jul 2012 10:00:00 EST. Please see our terms for use of feeds.

    Permalink | Email this | Comments

      The Daily Grind: Should MMOs recycle old rewards?

      Posted: 07 Jul 2012 06:00 AM PDT

      Filed under: , , , , , ,

      This hat? Totally worth the fuss. Yep.
      It's no shock to realize that as Guild Wars 2 approaches, the Guild Wars 1 devs are slowly getting the older game set for long-term stasis. The year's Dragon Festival was surely a sign of that: Instead of doling out brand-new festival hats as it has in previous years, ArenaNet awarded tokens that allow players to earn discontinued hats from old events. Hats are serious business. Some veteran players argue that handing old hats to new players devalues old players' loyalty. After all, why play (or pay) on day one if everyone can get the cool shiny thing eventually anyway?

      Guild Wars isn't alone in adopting this convention. World of Warcraft transforms previous expansions' endgame skins into the next edition's leveling gear; other games place pre-order bonus perks in a cash shop at some point down the road for people who missed the first time around. So today we're wondering what you think of this practice as it pertains to the wider MMO genre. Do you think loyalty perks like event rewards and pre-order trinkets should remain unique? Or is it fair for developers to reintroduce and recycle old gear, rewards, and rares for a new generation?

      Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

      MassivelyThe Daily Grind: Should MMOs recycle old rewards? originally appeared on Massively on Sat, 07 Jul 2012 08:00:00 EST. Please see our terms for use of feeds.

      Permalink | Email this | Comments

        Star Trek Online gets a new installment of Ask Cryptic

        Posted: 06 Jul 2012 08:00 PM PDT

        Filed under: , , , , , , ,

        And, as always, more dudes to phaser right in the face.
        If you're looking forward to more Fleet options in Star Trek Online, you're in luck, as the newest installment of Ask Cryptic makes it clear that Fleet Starbases will be getting more love in the near future. There are plans for more PvP options, plans for more projects in the base, and plans for more fleet-specifics ships. Despite all of that, the fleet projects can be completed by almost anyone with dedication: producer Dan Stahl says you should still be able to unlock your rewards even if you have a fleet consisting of just yourself and your alts.

        This particular installment also focuses on other long-awaited features such as the addition of Cardassians as an official species, something that's still on the table even with the Cardassian lockbox ships. Stahl makes it clear that the team would like to allow players to switch the species of their captains if desired, although there isn't a precise timetable on that feature. That's in addition to more discussion of a future inclusion of poker, new item sets, and other future improvements to the universe of Star Trek Online.

        MassivelyStar Trek Online gets a new installment of Ask Cryptic originally appeared on Massively on Fri, 06 Jul 2012 22:00:00 EST. Please see our terms for use of feeds.

        Permalink | Email this | Comments

        Raph Koster wants to know why we can't all just get along

        Posted: 06 Jul 2012 07:00 PM PDT

        Filed under: , , ,

        Raph Koster
        Raph Koster, MMO guru and erstwhile creative director of Star Wars Galaxies, has had it up to here with you people and your intolerance of one another. Yes, you, game designers. In a recent blog post, Koster makes shame carrots at those on both sides of the science-versus-humanities schism in the game design community. He states that people on either side of the spectrum can be right and that there's room for both emotional value and scientific fact in games. Too many people, he says, are entrenched in their viewpoints, and that makes progress more difficult for everyone. The result is an abundance of "hipstery, self-indulgent, artsy, self-referential, slight, pretentious work all over the place that people are claiming as the One True Way or the best way to push the boundaries of the field."

        Koster says that rather than fiercely defend a specific type of game design, designers need to embrace a both/and mentality, in which multiple viewpoints and approaches are accepted as valid and worthwhile.
        Narrative designers should try making a game with nothing but counters and dice and no story. System designers should try making a game that is about telling a story.
        While we're at it, the world should really learn how to sing in perfect harmony.

        MassivelyRaph Koster wants to know why we can't all just get along originally appeared on Massively on Fri, 06 Jul 2012 21:00:00 EST. Please see our terms for use of feeds.

        Permalink | Email this | Comments

        Betawatch: June 30 - July 6, 2012

        Posted: 06 Jul 2012 06:00 PM PDT

        Filed under: , , , , ,

        No PSO2 for you!
        Happy Friday, Betawatchers! This week, we learned that Brazilian sci-fi shooter Taikodom will enter closed beta in August. We also said farewell to Phantasy Star Online 2, which launched in Japan on the 4th of July while you were eating pie and blowing things up IRL.

        Trion has announced that End of Nations will kick off its first closed beta weekend event on July 20th, with guaranteed access for founding purchasers, while Joymax declared a one-week open beta event for its newest title, Knight Age, starting July 10th.

        Finally, if you're looking for something to play in the shorter term, try either C9, which entered open beta last Saturday and will officially launch on July 11th, or RuneScape, which is holding an open beta for its new combat upgrade this very weekend.

        Hop past the break for the complete Betawatch roster.

        Continue reading Betawatch: June 30 - July 6, 2012

        MassivelyBetawatch: June 30 - July 6, 2012 originally appeared on Massively on Fri, 06 Jul 2012 20:00:00 EST. Please see our terms for use of feeds.

        Permalink | Email this | Comments

          Star Wars: The Old Republic Q&A talks story, balance, and species experimentation

          Posted: 06 Jul 2012 05:00 PM PDT

          Filed under: , , , ,

          SWTOR concept art
          Another installment of BioWare's weekly ritual of enlightening the masses is up!

          The first question of this week's community Q&A touched on the selection of races available in Star Wars: The Old Republic. If the future introduction of the Cathar is successful, the team would like to introduce a broader spectrum of species for player characters, balancing things out by adding "clear positives and negatives" for playable species. On the story side of things, lead writer Alex Freed addressed a question about the timing of storylines. Class stories have roughly the same timing across the board, but aren't completely in-step, while world stories are split up by faction and can have much more significant time differences.
          For the most part, it's best not to worry too much about ordering individual world events unless they actively reference one another--and if they contradict one another, you can assume that we won't be writing future stories that depend on one faction's participation at the exclusion of the other.
          Senior designer Austin Peckenpaugh tackled some class and skill questions. Recent patches have made some fairly substantial changes to the Marksmanship and Sharpshooter trees; Peckenpaugh says these tweaks are intended to bring the specs closer to the team's original vision and encourage playstyles better fit to the peculiarities of those trees. He also talked about the delicate balance of player control and kiting and anti-kiting in the game. He says that "given the amount of skills and abilities that break and cleanse roots and snares at the moment," the team is not "very concerned" about the possibility of chainable roots.

          MassivelyStar Wars: The Old Republic Q&A talks story, balance, and species experimentation originally appeared on Massively on Fri, 06 Jul 2012 19:00:00 EST. Please see our terms for use of feeds.

          Permalink | Email this | Comments

            Funcom extends grace period for pre-order customers

            Posted: 06 Jul 2012 04:00 PM PDT

            Filed under: , , , ,

            The Secret World
            There's nothing quite like the real world for gumming up the operations of the fantastical one. Some players of The Secret World pre-ordered the game and haven't yet received their retail copy, which is important because the grace period for playing without entering a retail key isn't a very big window of time and players were beginning to get antsy. In response to those concerns, Funcom announced that the grace period for pre-order key entry has been extended by 24 hours, allowing more people to slide in under the deadline. It's not an unusual step to take because launch-time distribution is known to be totally sucky.

            In a similar vein, some of the pre-order benefits -- the Egyptian Cat in-game pet, an exclusive in-game t-shirt, and an in-game ring -- are also extended to customers who enter their retail or digital game keys up until the end of today, July 6th. While that may not thrill true pre-order customers who liked being special snowflakes, that cat is darn adorable and everyone should get one.

            MassivelyFuncom extends grace period for pre-order customers originally appeared on Massively on Fri, 06 Jul 2012 18:00:00 EST. Please see our terms for use of feeds.

            Permalink | Email this | Comments

            SWTOR podcast discusses operations design philosophy

            Posted: 06 Jul 2012 03:00 PM PDT

            Filed under: , , ,

            SWTOR podcast discusses operations design philosophy
            Switch on the old Victrola because the BioWare DJs are back with the second episode of the official Star Wars: The Old Republic podcast. The podcasters chat with the devs about their daily routine, operations design philosophy, nightmare mode, and legacy perks.

            Lead Flashpoints and Operations Designer Jesse Sky says that the design process of operations is organic and flows from a central idea: "Yeah we often just start with the theme, develop from there. One of the big things we try to do is differentiate the combat from the rest of the game. You're dealing with eight or 16 players at once; it's got a very different feel from most of the Star Wars-type combat in the game. You often fight humanoids in the rest of the game; we're often fighting big creatures and droids. And so a lot of the development centers around making that fun."

            It's a meaty podcast that can be enjoyed in several different ways, from reading the transcript to listening to it on YouTube. Give it a listen and see if you don't hear a few teasers for upcoming content!

            MassivelySWTOR podcast discusses operations design philosophy originally appeared on Massively on Fri, 06 Jul 2012 17:00:00 EST. Please see our terms for use of feeds.

            Permalink | Email this | Comments

            Allods Online previews patch 3.0.4, spills new server details

            Posted: 06 Jul 2012 02:00 PM PDT

            Filed under: , , , ,

            Allods Online begins patch 304 teasing, spills new server details
            Allods Online is constantly on the move, and as such, the team recently announced that the next update will be coming soon to the game. In addition to a brand-new North American server, patch 3.0.4 will witness significant changes to the mentoring and questing systems.

            Mentoring came with the previous update and is still being fine-tuned. With 3.0.4, mentors will be limited to 10 apprentices per character. Apprentices can be dismissed if a player is over the 10 limit and wants to add a new one. The dev team also announced a mentor/apprentice quest line that will give rewards to both. These quests can be accessed starting at level 10 and completed once per five levels beyond that.

            Patch 3.0.4 will also include more improvements to questing. The quest tracker and find quest feature are slated to become more intuitive, and the automove ability has been expanded to allow the system to run players through multiple zones in one go. The devs examined the quest flow as well and adjusted it to make it smoother in certain areas.

            The new server announced yesterday will be called Avilon and was created in response to a larger-than-expected influx of players onto the single North American shard. Players will not be able to transfer existing characters to Avilon, as the devs want to keep the server fresh and fair for those who roll there.

            MassivelyAllods Online previews patch 3.0.4, spills new server details originally appeared on Massively on Fri, 06 Jul 2012 16:00:00 EST. Please see our terms for use of feeds.

            Permalink | Email this | Comments

            Storyboard: Ten questions to answer about your character

            Posted: 06 Jul 2012 01:00 PM PDT

            Filed under: , , , ,

            Whether or not your character can dance isn't an essential question, but it's fun.
            If you have anything in common with me RP-wise, then you want your characters to seem more or less like real people. Sure, there are going to be blank spots compared to someone who's lived for the past 20-odd years, but you want to create the illusion that there's no real difference. And one of the best tools in that area is to answer questions that real people have an answer for in a few minutes at most.

            Usually, if someone mentions a mundane aspect of a character's background, it's meant to play into something further on down the line. But my experience is that giving those questions mundane answers helps ground the character in a much more solid foundation. So I've put together a list of seemingly innocuous questions that can help you construct a more fully formed character, someone who at least creates the illusion of a real life to recall. That illusion can make all the difference.

            Continue reading Storyboard: Ten questions to answer about your character

            MassivelyStoryboard: Ten questions to answer about your character originally appeared on Massively on Fri, 06 Jul 2012 15:00:00 EST. Please see our terms for use of feeds.

            Permalink | Email this | Comments

              A roadmap to The Secret World's ability wheel

              Posted: 06 Jul 2012 12:00 PM PDT

              Filed under: , , , , , , ,

              Screenshot -- The Secret World
              After months and months of warning us that dark days are coming, Funcom's new horror-sprinkled title, The Secret World, has finally arrived. The game brings a number of new twists to the tried-and-true MMORPG formula, but its character progression is its biggest departure from the MMO formula. While many modern titles rely on class-based systems or other linear progression paths, TSW takes a considerably more open-ended approach with the ability wheel.

              However, this freedom of progression comes with a price. With more variety, there's more choice, and with more choice, there's bound to be more indecision. But don't fret: I'm here to help pull back the curtain on the mystery of the skill wheel and its many offerings. Want to know which route to take to dish out damage, take the hits, or heal and support your allies? Then follow along with me as I delve into the many intricacies of The Secret World's ability wheel.

              Continue reading A roadmap to The Secret World's ability wheel

              MassivelyA roadmap to The Secret World's ability wheel originally appeared on Massively on Fri, 06 Jul 2012 14:00:00 EST. Please see our terms for use of feeds.

              Permalink | Email this | Comments

                Some Assembly Required: Six essential ArcheAge videos

                Posted: 06 Jul 2012 11:00 AM PDT

                Filed under: , , , , , , , , , , , ,

                Some Assembly Required 5
                Now that we know ArcheAge is in fact heading West at some point, I no longer feel bad about discussing the game at every opportunity. Prior to E3, any mention of XL's sandbox and its ginormous feature list felt a little like twisting the knife, you know?

                Happily, though, that's no longer the case, and I've spent the last couple of days gorging myself on some of the best ArcheAge footage the web has to offer. Some of these clips you may have seen already; some may be new to you. All are worth a(nother) look, though, if only to see just how much gameplay is coming your way courtesy of the genre's most exciting new sandbox.

                Continue reading Some Assembly Required: Six essential ArcheAge videos

                MassivelySome Assembly Required: Six essential ArcheAge videos originally appeared on Massively on Fri, 06 Jul 2012 13:00:00 EST. Please see our terms for use of feeds.

                Permalink | Email this | Comments

                  Funcom shares fall, Tornquist defends The Secret World's sub fee

                  Posted: 06 Jul 2012 10:30 AM PDT

                  Filed under: , , , , , ,

                  The Secret World - incoming F2P zombies
                  It's not all roses for Funcom following the launch of The Secret World earlier this week. Gamespot is reporting that company shares on the Norwegian Stock Exchange fell by almost 40 percent in recent days.

                  Earlier this week Funcom CEO Trond Arne Aas stepped down, citing internal restructuring as the cause. The company has thus far not responded to media requests for comment on its financial fortunes. The Secret World opened to positive reviews in both the gaming press and MMO fan circles, despite having a subscription fee in an era when gamers are increasingly clamoring for free content.

                  Creative director Ragnar Tornquist recently chatted about the game's business model with Rock, Paper Shotgun. "The subscription fee and our business model supports a big, ongoing team. We have content plans for a very long time. We have content that's going to be coming on a regular, ongoing basis," he explained.

                  MassivelyFuncom shares fall, Tornquist defends The Secret World's sub fee originally appeared on Massively on Fri, 06 Jul 2012 12:30:00 EST. Please see our terms for use of feeds.

                  Permalink | Email this | Comments

                  MMORPG News

                  MMORPG News


                  Vanguard: Saga of Heroes: Brad McQuaid Interview

                  Posted: 06 Jul 2012 01:59 PM PDT

                  Brad McQuaid Interview

                  Vanguard: Saga of Heroes players past and present will undoubtedly know the name of Brad McQuaid, one of the original creators of the game. According to a new interview on the Vanguard site, McQuaid rejoined Sony Online Entertainment in February.

                  Roblox: Game Conference 2012

                  Posted: 06 Jul 2012 01:55 PM PDT

                  Game Conference 2012

                  ROBLOX developers have announced that tickets are now on sale for the ROBLOX Game Conference 2012. The conference is set for Saturday, July 14th in Santa Clara, California.

                  World of Warcraft: Can Old Be New Again?

                  Posted: 06 Jul 2012 06:34 AM PDT

                  Can Old Be New Again?

                  With the World of Warcraft expansion, Mists of Pandaria, on its way, many "old" players are wondering if it will be able to bring the magic back of WoW's glory day.s In today's WoW Factor, we take a look at that notion. See what you think and then leave your thoughts in the comments.

                  General gaming

                  General gaming


                  Sons of Big Bucks: Metal Gear Solid 4 and the Video Game Economy

                  Posted: 07 Jul 2012 01:00 AM PDT

                  Feature

                  1UP COVER STORY

                  Header

                  1UP COVER STORY | WEEK OF JULY 2 | METAL GEAR TURNS 25

                  Sons of Big Bucks: Metal Gear Solid 4 and the Video Game Economy

                  Cover Story: An in-depth look at how MGS4 doesn't care who you kill and, in the process, talks about the trend toward gamification.

                  D

                  espite its reputation for over-delivery, Metal Gear Solid 4 challenges the player precisely because of what it leaves unsaid. Previous MGS games provided contradictions in message and action that created an exciting tension. They vilified war while valorizing warriors, told the player to kill and then dispensed rewards for not killing, required sneaking only to force discovery through cutscenes.

                  MGS4 falls mostly silent on these fronts. It offers few, if any, opposites to reconcile. While we have no way to know whether or not these silences are deliberate, we find suggestions in MGS4's reliance upon a "war economy" context that the omissions have a purpose. This purpose is hardly insular or navel-gazing but relates uncomfortably close to the conversations about ultraviolence stemming from this year's E3 as well as the trend toward the "gamification" of non-game activities.

                  The Charming Anachronism That Is Metal Gear's Nuclear Tank

                  Posted: 06 Jul 2012 09:50 PM PDT

                  Feature

                  1UP COVER STORY

                  Header

                  1UP COVER STORY | WEEK OF JULY 2 | METAL GEAR TURNS 25

                  The Charming Anachronism That Is Metal Gear's Nuclear Tank

                  Cover Story: Why the eponymous tank is often at odds with Hideo Kojima's vision.

                  D

                  r. Strangelove would have loved the Metal Gear. It's everything the good doctor could ever want in a doomsday machine--it's big, powerful, and most importantly, conspicuous. Based on its performance at Outer Heaven and Zanzibar Land, it's more than capable of cowing the entire world with a fear of an nuclear attack. It's also very much the product of the Cold War--an era in which fictional superweapons like the Metal Gear thrived.

                  That Hideo Kojima would think in such terms is not surprising. When Kojima set to work on the first Metal Gear in the late 1980s, the Cold War was still raging and nuclear war was still very much on everyone's mind. A bipedal tank equipped with nuclear weapons probably didn't seem too far-fetched in the context of the arms race of the time. Eventually, the evolution of modern warfare would render the idea of the Metal Gear somewhat obsolete. But Kojima would continue to bring it back through the years, even as his own ideas on warfare changed and evolved.

                  Paths of Glory: Metal Gear's Portrayal of the Soldier

                  Posted: 06 Jul 2012 09:14 PM PDT

                  Feature

                  1UP COVER STORY

                  Header

                  1UP COVER STORY | WEEK OF JULY 2 | METAL GEAR TURNS 25

                  Paths of Glory: Metal Gear's Portrayal of the Soldier

                  Cover Story: How Hideo Kojima threw a pitiable light on this heroic role.

                  A

                  ction heroes have to take their lumps; it's what makes them so admirable. The Die Hard series in particular wouldn't have reached its current legendary status without John McClane, the Joe-six-pack protagonist who reacts in a relatable way, curse-laden way to insane situations, and ends each of his adventures singed, beaten, covered in broken glass, and in desperate need of a smoke. So it shouldn't come as a surprise that Hideo Kojima's heroes typically find themselves engaging with similar scenarios in the same fashion; after all, some very iconic '80s action movies informed the majority of his career, especially during the creation of Konami's flagship series.

                  Solid Snake might be more of a reclusive loner than an everyman, but his creator still delights in torturing him (and his kin) both physically and mentally -- each iteration of Snake suffers greatly over the course of a typical Metal Gear game. But while John McClane's adventures end in satisfactory explosions and one-liners, Kojima's protagonists ultimately find themselves betrayed and abused by the so-called forces of good, all for the sake of allowing those in power to retain their supremacy. Where the Call of Duty series celebrates the excess of war and the strong feelings brought on by nationalism, Metal Gear takes a comparatively radical stance by portraying soldiers as ignorant and pitiable pawns, sent to die for reasons they must discover for themselves. Despite the series' obsession with all things militaristic, Metal Gear ultimately paints an anti-war picture by throwing a sympathetic spotlight on a role typically known for its stoicism and heroism, and by revealing the selfish machinations that inspire global conflict.

                  PODCAST: Tune in to 1UP's Metal Gear 25th Anniversary Special

                  Posted: 06 Jul 2012 06:02 PM PDT

                  The Games, Dammit! podcast recorded a special episode to commemorate Metal Gear's 25th anniversary. Join host Jose Otero, Jeremy Parish, GamesRadar's Sterling McGarvey, and Mark MacDonald of 8-4 Play for a deep analysis into the current state of the series. In between the main discussion, you'll hear special contributions from our devoted listeners and friends of the show, including guest appearances by Camouflaj's Ryan Payton, Greg Miller and Mitch Dyer of IGN, and more. Don't miss it!

                  Download Games, Dammit! Episode 14 Here!


                  Metal Gear Solid 2 and the Generation that Never Was

                  Posted: 06 Jul 2012 04:20 PM PDT

                  Feature

                  1UP COVER STORY

                  Header

                  1UP COVER STORY | WEEK OF JULY 2 | METAL GEAR TURNS 25

                  Metal Gear Solid 2 and the Generation that Never Was

                  Cover Story: The broken promises of gaming?s most ambitious demo.

                  R

                  ain pours down across a bridge bustling with traffic. A man comes into view wearing a poncho that billows in the heavy winds as credits slowly appear across the screen before evaporating. All that can be seen of his face is a semi-bearded chin, a long nose, and the ember of a cigarette that he pulls from his lips as he takes one last drag before flicking it into the grey of the raging storm around him. He suddenly takes off running, leaps from the bridge, and activates a stealth camouflage that makes him nearly invisible. A hidden bungee cord slows his dissent, and despite disabling his camouflage, the stranger safely lands on the deck of a ship that was passing below. He stands, his malfunctioning sneaking suit revealing his identity- the legendary Solid Snake. The title fades in across the ship and sky above him. This was Sons of Liberty.

                  The opening cinematic to Sons of Liberty was everything a Metal Gear fan had come to anticipate and expect from the sequel. Showy, dynamic, and perfectly dramatic, the cinematic influences prevalent throughout the first Metal Gear Solid were front and center. As Snake leapt from that rain-soaked bridge, it was immediately evident that the legendary soldier of old was still the East-meets-West badass, equal parts Kurosawa Samurai and John Carpenter anti-hero, which everyone fondly remembered from the original MGS. Considering the opening is easily matched, if not eclipsed by the submarine propelled intrusion of the first MGS's beginnings, most would never argue it to be one of the greatest opening sequences in the history of gaming. Despite this, there remains no other opening cinematic that remains so perfectly ingrained in the farthest most verdant reaches of my mind's eye. All because of the playable demo it was attached to that released alongside Konami's Zone of the Enders.

                  Spot Art

                  Outer Heavens: What Metal Gear Went Up Against

                  Posted: 06 Jul 2012 04:05 PM PDT

                  Feature

                  1UP COVER STORY

                  Header

                  1UP COVER STORY | WEEK OF JULY 2 | METAL GEAR TURNS 25

                  Outer Heavens: What Metal Gear Went Up Against

                  Cover Story: Nuclear-capable walking tanks are all in a day's work compared to the gaming contemporaries Solid Snake faced.

                  T

                  he Metal Gear franchise certainly holds some importance in the history of games, but to read about its accomplishments would make it seem like it was bulletproof. In some ways, yes, and in others, no. Every Metal Gear game, from the simple 8-bit originals to the most advanced sequels of recent years has been in the company of similar games that tried -- or at least were presented to be -- going for their proverbial throats. As you'll learn, it was relatively easy for Metal Gear to stand out in the beginning, but as decades went on, its marquee status morphed to a state where it now sits in somewhat dangerous territory. But no matter what your feelings are about Metal Gear games, you probably have some about the following competition through the years, as well.

                  "Military" Games of the '80s

                  The Sword, the Helicopter, and the Revengeance Conundrum

                  Posted: 06 Jul 2012 01:17 PM PDT

                  1UP COVER STORY

                  Header

                  1UP COVER STORY | WEEK OF JULY 2 | METAL GEAR TURNS 25

                  The Sword, the Helicopter, and the Revengeance Conundrum

                  Cover Story: Raiden's spin-off has potential, but something's not quite right yet.

                  E

                  3 2012 didn't offer many surprises this year, but Konami delivered by not only showing off the long-delayed and deeply troubled Metal Gear Rising: Revengeance but actually doing so in a playable form. After hearing the unhappy rumors that have swirled about the game since it failed to show up in any real manner at last year's trade shows, I didn't expect pinch-hitting developer Platinum to have pulled the project together enough to offer something tangible in such short order. And yet, there we were.

                  Revengeance takes a radically different approach to the Metal Gear universe than players are accustomed to, but the change of its title's suffix from "Solid" to "Rising" leaves the door wide open for that alternate world view. As the series mutated from stealth adventure to card game when it became Metal Gear Ac!d, "Metal Gear Rising" denotes something different, too -- in this case, fast-paced action. Oh, and cutting. In fact, those seem to be the two pillars on which Revengeance has been constructed: Fast action and cutting. Based on the E3 demo, those two concepts exist in uncomfortable opposition to one another, with the latter serving as a brilliant (and dare we say it? Cool) mechanic that completely disrupts the flow of the former.

                  Total Pageviews

                  statcounter

                  View My Stats