General gaming

General gaming


TGS: Ys: Calceta Sea of Trees Brings a Classic That Never was to Vita

Posted: 17 Sep 2011 08:08 PM PDT

Falcom's long-running franchises have a sometimes convoluted history, but nothing in the twisted Xanadu family tree compares to the odd tale of Ys IV, the game that never was. Now, there were two games called Ys IV back in the 16-bit era -- Mask of the Sun for Super Famicom and Dawn of Ys for PC Engine -- but not only did neither one come to the U.S., neither was actually made by Ys creators Falcom. Rather, they were developed by proxy. Mask of the Sun was created by Tonkin House (who had ported Ys III to Super NES) while Hudson was behind Dawn of Ys. Falcom has stated that Dawn of Ys is the canonical game, although Mask of the Sun has its share of fans, but the fact is that there's never been a Falcom-made Ys IV.

That will change once Ys: Calceta No Jukai (Calceta Sea of Trees) arrives on Vita next year. Like Ys: The Oath in Felghana, it will be a comprehensive remake of an older entry of the series developed in-house by Falcom. Where Felghana remade Ys III, Calceta is reinventing Ys IV. However, while it's presumed to be based on Dawn of Ys, what Calceta really feels like is a sequel to last year's Ys Seven.

Footage of Cancelled Avengers Game Leaks to the Internet

Posted: 17 Sep 2011 04:47 PM PDT

Earlier today footage of a cancelled Avengers video game was leaked to the Internet. As some of you may remember, THQ cancelled its MX vs ATV and Red Faction series among other titles back in August resulting in the loss of over 200 jobs. Apparently one of these cancelled projects was a first-person superhero game that was to tie into the upcoming Avengers movie (see video footage above).

We know little else outside of this trailer that appeared on reddit. For now all we have is this trailer and the prospect of what might have been. What do you think of this footage? Could this have made a good video game? Sound off in the comments below.

MMORPG News

MMORPG News


Gods and Heroes: Rome Rising: Book Preview & Upcoming Dev Chat

Posted: 17 Sep 2011 11:13 AM PDT

The Gods & Heroes: Rome Rising site has been updated with a new preview from the upcoming book, "Blood and Laurels", based on the game developed by Heatwave Interactive.

MapleStory: Double XP & Drops This Weekend

Posted: 17 Sep 2011 11:07 AM PDT

Nexon and the MapleStory team have announced that today and Sunday (September 17-18) will feature both double experience gains and double item drops.

TERA: Production Chat Transcript Posted

Posted: 17 Sep 2011 11:04 AM PDT

The TERA development team has posted the chat transcript from a recent "production chat" held with fans. These chat events are held the third Friday of every month and are open to the public.

Rift: "Tell Us Your MMO Story"

Posted: 17 Sep 2011 10:56 AM PDT

The Rift development team is looking for your stories about MMOs, what draws you in and whether or not your characters reflect who you are in "real life".

APB: Reloaded: Close to Final Live Launch

Posted: 17 Sep 2011 10:48 AM PDT

The APB Reloaded blog has been updated with information spanning the past four weeks. Topics include the team's visit to Gamescom last month and the news that the team is getting "very close" to a final live launch of the game which is currently in open beta.

General: Story of the Week: Subscriptions Losing to RMT

Posted: 17 Sep 2011 06:19 AM PDT

This week's Story of the Week highlights a recent analysis from iHS and Screen Digest that details a dip in subscription revenue in favor of microtransactions. Does this herald the end of the monthly subscription?

General: PAX - Storybricks Brings Back the RPG

Posted: 17 Sep 2011 05:38 AM PDT

Namaste's flagship project known as "Storybricks" is dead set on bringing back the RPG to MMORPG. Carolyn Koh met up with the team's Kelly Heckman at their PAX booth for a hands-on demo with the content building tool. If you're sick of the same old, you don't want to miss this one.


MMO News

MMO News


Core Blaze Hands-On Preview

Posted: 16 Sep 2011 04:57 PM PDT

If you’ve ever played an action game on a console and wished that they would make more games like that for the PC, now’s the time to sit up and pay attention. The final major game showcased at the Gamania Game Show was Core Blaze, a gritty-looking action MMORPG focused on detail and freedom more than chain combos and stage scores. MMOHut joined press from around the world to defeat the great Liang Qu, and get a feel for what Core Blaze is all about.

core-blaze-key-visual

A World of Choice

The development team of Core Blaze wants to emphasize freedom to play the game in the way that best fits your style, and that starts with weapon choice. There are four weapons available in the game: sword and shield (designed to tank), great sword, dual blades, and the bow. Weapons determine your skills, but you are not locked into a specific weapon "class;" you can instead change weapons freely in between battles, allowing you to prepare the best strategy for your next encounter.

core-blaze-great-sword

A Changing World

Freedom means more than class choice, though. Freedom also means the ability to explore the world and find new quests, items, bosses, and areas never seen before. Each world area is subject to weather and time, meaning that as days and weather pass, the areas and even bosses accessible to a character will change. For example, a river may flood during rain, raising the water levels and making it possible for a character to access a new cave, or a boss may only appear at night. This exploration also changes as characters grow stronger, and gain new skills and items that allow them to access areas previously unreachable and unseen.

core-blaze-frozen-den

Into the Darkness

After teaming up into groups of four with other game show attendees, we headed into the twisting caves that hid Liang Qu, a massive blue-tiger like beast that called the place home. Core Blaze is visually impressive, with high quality graphics and environments that look lifted straight from a console RPG like Castlevania: Lords of Shadow. Dim, flickering lighting, twisted creatures, ledges and old looking ladders and wooden structures were scattered throughout the environment, creating environmental challenges for both exploration and strategy.

core-blaze-fighting-liang-qu

Fighting our way back to the boss took some time; even regular enemies weren’t simply blown over by a party of four. More challenging than the enemies, however, was the environment itself: learning how to jump up onto a rope ladder "just so," managing careful scooting along ledges and hauling ourselves upward carefully, and learning how dangerous diving into a pool of water could be all took an extra amount of time and patience. Once we did arrive at Baihu, the boss wasn’t disappointing: several times taller and larger than any in our party, the beast leapt between us, even using cave walls to execute aerial attacks; he would also stop and flap his short wings while breathing to create a deadly field of damage around him. Dodging, kiting, and clipping his back legs while he was distracted was all key to victory.

Items Count, Too

One thing we noticed immediately with Core Blaze was that it also had a robust item system. Items play a key role in your adventures, from potions (which are invaluable, due to a lack of heals via other means) and other buff items to grenades and ropes. Items can also have synergy; for example, oil can be poured on the ground and then lit on fire with a torch, creating a burning trap for enemies who would dare cross.

core-blaze-oil-and-fire

Freedom Only Goes So Far

Core Blaze’s major flaw at the Gamania Game Show demo was striking: the control system was incredibly awkward. While basic attacks were bound to simple keys (left or right clicking, A or B on the control pad), items and skills were much more difficult to use. On the game pad, using a skill (or item) required holding down a bumper button, which would bring up a three part menu in the lower left. Each skill/item could be assigned to one of twelve slots, and these were broken into three groups of four. Using one, then, required selecting a group by moving between them with a directional pad, and then pressing the appropriate button on the game pad itself to activate. The controls for this were even more awkward through the keyboard, as it required moving the mouse in the direction of the skill you wished to use before clicking to activate it. While we admit that the game’s controls will expect some familiarity in actual play, it still seemed that this system was far too slow, requiring too many steps for an action game that requires quick thinking and reaction.

core-blaze-ladders

Not Quite There… Yet

Core Blaze was more than visually impressive: the amount of detail put into game environments, skill use, item synergy, and enemy interaction was almost as deep as we’ve ever seen in an MMO. The development team is ambitious, and aiming for a truly deep experience of action gameplay. The amount of teamwork required in the game will be interesting to see in a live environment: we’re told that solo players will need to maximally prepared and will see some restrictions in gameplay, as even exploration may occasionally require the assistance of a teammate. Core Blaze has a powerful core gameplay that will appeal to the hardcore MMO gamer; we only hope that controls are simplified to some degree to make the game’s action more appealing.

The Gamania Game Show (GGS) took place this year on Sept 8 and Sept 9 in Taipei, Taiwan. Press from around the globe, including MMOHut, were invited to take a hands-on look at the game company’s four new games in development – Dream Drops, Langrisser Schwarz, Tiara Concerto, and Core Blaze – as well as other products.

Screenshots of Core Blaze at the Gamania Game Show:

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