Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


Eternal Blade (KR)

Posted: 24 Apr 2012 07:10 AM PDT


I am guessing gPotato is more well-known in the West as a MMO publisher, but not many knows that its parent company, Gala-Net, actually has development studios (Gala-Lab) in Japan and Korea. 2 of the more famous games include Fly For Fun (Flyff) and Rappelz.


Coming up next will be Eternal Blade, which was hiding at the Business to Business (B2B) area over at G*Star 2011 I believe. There is not much info I can dig up about this, but enjoy the debut trailer~!

Find similar article at: http://www.mmoculture.com/2011/11/eternal-blade-kr-debut-trailer.html

OP-ED: It’s Too Soon for a PlayStation Vita Price Cut

Posted: 24 Apr 2012 04:27 AM PDT

Vita

PlayStation Vita has now been available for two months in North America and Europe, and twice as long in Japan. In that time it’s failed to make any sort of significant splash as far as sales go — in Japan, where we receive weekly updates courtesy of Media Create, the system sold less than 9,000 units in each of the first two weeks this month, and it wasn’t as if it was doing gangbusters prior to that. Software has done poorly as well, rarely making the top 50 sales charts in Japan; in the U.S., only MLB 12 has been seen in the NPD’s top 10, and that is with sales of the PlayStation 3 and Vita versions being combined. All of the Vita’s games are also available through the PlayStation Store, so it is unfair to judge the performance of software purely on sales charts that only account for retail. The amount of hardware that has been moved so far, however, does feel like cause for concern.

Sony is in a less-than-desirable position right now, as outlined in a recent New York Times piece. Vita not exploding out of the gate is relatively low on the list of problems for the company, which hasn’t turned a profit in years. But with new president and CEO Kaz Hirai recently pronouncing gaming as one of the pillars upon which Sony will turn things around, bigger things have to be expected from Vita. A middling success (if it can be called that) is not enough.

Gamasutra‘s Chris Morris has suggested the company consider dropping the system’s price — in the United States it retails for $249.99 and $299.99 for the Wi-Fi and 3G models, respectively. In examining the issue, he doesn’t see it as especially likely, and with good reason, in my opinion. It’s too soon for a price cut.

The most immediate question is whether Sony could even afford to slash the price of the system. While many feel it and its games are overpriced, especially with the 3DS being available for $169.99, Vita is being sold at a loss. In other words, Sony loses money on each and every one it sells. This is nothing new for Sony, as it was also true of previous platforms, including the PlayStation 3. Increasing the hit Sony takes on every piece of hardware it moves, particularly at a time where its television business in particular is struggling mightily, may not be feasible.

As Morris notes, the early days of Vita’s life seem to be mirroring what the 3DS went through last year. Sales were unnotable in the first half of 2011; it wasn’t until an $80 price cut happened and an influx of software was made available during the holiday shopping season that Nintendo turned things around. It’s difficult to say what deserves most of the credit for the shift. The system was lacking quality software, a situation which was largely resolved between the release of Super Mario 3D Land and Mario Kart 7 (and Monster Hunter 3G in Japan). At $250, the price was likely too high, especially for a system with nothing that looked as good as a $7 iOS game (Infinity Blade II) playable on multiple platforms with one purchase. And the holiday shopping season is traditionally where videogame hardware sees a big boost. All three played some role in the turnaround; I don’t think anyone would try to argue it was the price cut alone that was responsible.

Vita had the benefit of a much stronger launch lineup than 3DS. Whereas the best offerings for 3DS were Ghost Recon: Shadow Wars and Super Street Fighter IV (the eShop was unavailable until months after launch), Vita had Uncharted: Golden Abyss, Lumines: Electronic Symphony, Wipeout 2048, and Tales From Space: Mutant Blobs Attack to offer gamers. Uncharted was clearly the headliner, and that largely remains true even today, which explains why the system hasn’t made it big in Japan. Since then there hasn’t been a great deal to speak of in terms of original games; Unit 13 is fun but deeply flawed, and it won’t be until the end of May and June that Resistance: Burning Skies and Gravity Rush hit in the United States. A constant flow of software is sure to help the Vita’s case, and in Japan a single Monster Hunter title could turn things around in a hurry.

There is also the possibility that Vita’s lackluster start is due in part to the lull the entire industry is currently going through. Total industry sales in the U.S. in March were down 25 percent as compared with the same period last year; hardware was down 35 percent. That’s continued a recent trend of sales being down worldwide. If and when that comes to an end, Vita may benefit from that. Allowing time to pass will almost certainly help to boost Vita sales, both because more software will be available and because we’ll be approaching the holiday shopping season, the significance of which should not be underestimated.

The impact of a price cut also goes beyond the sales of PlayStation Vita. If it comes too soon, early adopters may feel shafted. And while that’s a risk you run by purchasing any new piece of technology, that truth doesn’t mean gamers will be any less resentful. Nintendo dealt with this by offering 20 free games (10 NES, 10 GBA) to anyone who purchased a 3DS prior to the price cut going into effect in August. Regardless of whether that was enough to satiate early adopters’ frustrations, cutting a new system’s price so soon could cause consumers some hesitation when that company launches its next piece of hardware. Whatever the Wii U’s price ends up being, there will inevitably be those questioning whether or not a slow start will result in its price being slashed soon after. Sony is no doubt aware of this, just as Nintendo was when making its decision regarding the 3DS.

“With regard to the influence on the Wii U, what we have to take most seriously is that the price markdown could damage the trust of the consumers who bought the Nintendo 3DS just after the launch. I feel greatly accountable for it,” Nintendo president Satoru Iwata said last summer. “Our decision of the price markdown this time has a side effect that, at the launch of the Wii U, people may feel that the price might drop in the near future if they wait. Nevertheless, we have decided to cut down the price of the Nintendo 3DS as we consider it as a necessary decision now. What we will be able to do to recover the consumers’ trust before the launch of the Wii U is very important to us.”

Although it has yet to be announced, there are no shortage of rumors about the PlayStation 3′s successor. Just last month it was reported that the PlayStation 4 could be out toward the end of 2013. That would not be a long time for consumers to forget about how the Vita’s slow start led to a price cut. After the PS3 had trouble initially selling at its exorbitant price tag, Sony would rather not give people any reason to wait on a purchase.

On the other hand, a Vita price cut might convince those who are waiting for its price to drop to buy one to go ahead and do just that, though I think the potential of this is not worth the possible benefits considering all of the negatives laid out above.

The software will come in time; there’s little Sony can do to speed that along without sacrificing quality. That doesn’t mean there is absolutely nothing it can do to make a Vita purchase more attractive. Those pricey proprietary memory cards could use with a price cut of their own; as one is all but necessary with the purchase of a system, they automatically increase that $250 (or $300) price by somewhere between $20 and $100. And the recent launch of an open beta for the PlayStation Suite SDK is a good start in trying to convince independent developers to create software for the system; from here it would be wise to do all it can to support such development. For all of the praise heaped upon Lumines and Uncharted, it is Mutant Blobs Attack, a small downloadable game, that many feel is Vita’s best game to date. Encouraging developers to bring more projects of its size to the platform will be important to the Vita’s long-term health. In this age of digital distribution, not everything has to be a $40-plus retail title, and the combination of offering cheaper games and cheaper memory cards could make Vita more attractive to consumers without Sony having to touch the price of the system itself so soon after launch.

Find similar article at: http://www.1up.com/news/playstation-vita-price-cut-too-soon

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3DS Ambassador GBA Games Still on the Way in 2011

Posted: 23 Apr 2012 07:11 PM PDT

Metroid Fusion

The price drop may have resulted in the 3DS’ much-improved sales in recent months — leading to it already surpassing first-year sales of the DS — but it also left early adopters feeling like they had made a mistake by choosing to pick up the 3DS so quickly. Luckily a gesture was made to keep them happy: a selection of 20 classic games would be given to them for free. Nintendo still plans to make good on that promise by the end of the year despite rumors to the contrary.

Ten of those games were NES titles released at the end of August. They are (eventually) planned for public release on the eShop, complete with additional features. 3DS Ambassadors– the name assigned to anyone who bought a 3DS before the price drop and enrolled in the free program — will be able to upgrade to these enhanced versions for free once they are made available.

The other ten are Game Boy Advance games which Nintendo says it will not sell on the eShop. A release date was never given for their release to Ambassadors; they were simply said to be coming later in 2011. We’re now approaching the year’s end and it was rumored this week that their release may have slipped into 2012.

Not so, says Nintendo. Speaking with the Official Nintendo Magazine U.K., a company rep stated, “The forthcoming 10 GBA Virtual Console titles available for registrants of the Nintendo 3DS Ambassador Programme, will be available before the end of December 2011. We will make further announcements in due course.”

Similar to what was done with the NES titles, only five of the ten GBA games have been revealed at this point: Super Mario Advance 3: Yoshi’s Island, Mario Kart: Super Circuit, Metroid Fusion, WarioWare, Inc.: Mega Microgames, and Mario vs. Donkey Kong represent half of what early adopters will get for free.

It’s difficult to complain about a freebie — particularly a freebie that can’t be had otherwise — but the GBA games will be somewhat gimped as compared with other downloadable 3DS titles. Upon release they will lack support for Restore Points, Sleep mode, or any of the system’s wireless functionality like StreetPass or SpotPass.

Of the remaining five games, what are you hoping ends up on the list? Let us know in the comments below.

Source: VG247

Find similar article at: http://www.1up.com/news/3ds-ambassador-gba-games-still-coming-11

The Five Things Silent Hill Downpour Got Right

Posted: 23 Apr 2012 04:21 PM PDT

March 2012 became known as Konami’s “Month of Horror”, with three major Silent Hill entires set to spook series fans and newcomers alike: Silent Hill HD Collection and Silent Hill: Downpour on Playstation 3 and Xbox 360, and Silent Hill: Book of Memories for the recently released Playstation Vita. Unfortunately, March turned into a “Month of Disappointment” for many fans with Book of Memories’ release pushed back to a vague “Spring 2012″ while the much anticipated HD Collection turned out to be a technical downgrade instead of the high-definition upgrade fans were promised. But some would say that being disappointed by a release isn’t anything new for Silent Hill fans; for many, it’s even expected.

These fans believe that the quality of the Silent Hill series has been in steep decline ever since development moved out of the hands of Konami’s in-house, Japanese “Team Silent” and into the hands of American and European developers after Silent Hill 4: The Room. Many claim that the new developers don’t “understand” what really makes a good Silent Hill title, pointing out that Silent Hill: Homecoming‘s horror was less cerebral and more “typical Hollywood,” suggesting that the developers took too many cues from the 2006 Silent Hill movie. Couple that with the recent re-imagining of the original game in the series, Silent Hill: Shattered Memories, which many felt failed to provide even the most basic scares, and you begin to see many fans now feel the series has become a mockery of its former glory.

With so much negativity in the air, it really didn’t help matters that the third game in Konami’s “Month of Horror”, Silent Hill: Downpour released last month to mixed reviews. A number of critics faulted the game for its cumbersome combat and technical issues (e.g., frame rate drops, glitches and texture popping). Despite this criticism, however, I truly see and rank Downpour as the best post-Team Silent game to date, because it brings the series back to its roots. Before I continue, a warning is in order:

For those who haven’t completed the game, please note that while I don’t reveal any major elements of the plot, there are some minor game spoilers below.

That being said, here are the five ways I think Downpour succeeded as a Silent Hill game:

Silent Hill Downpour Spot Art

1) It’s an original stand-alone story anyone can play.

Downpour tells a well-crafted tale that doesn’t rely on continuity with the previous Silent Hill games. Anyone can pick it up and play the game without having to know the full mythos of the series to appreciate the story. More importantly, it’s not a simple rehash of the tropes we’ve seen used in previous Silent Hill titles. This was one of my bigger gripes with Silent Hill: Homecoming — the series’ first foray into next-generation consoles — which basically just copied the plot structure of Silent Hill 2, in which the protagonist suffers from amnesia about a violent act he committed in the past.

That’s not to say that retreading is always a bad thing. One of the other Western-developed offerings, Silent Hill: Shattered Memories, rehashes the original Silent Hill but presents it as a reimagining of the same plot and plays on fans’ expectations from the original story to present familiar characters with new agendas. But as fun as surprise twists can be, they still rely on familiarity for their impact.

In contrast, Murphy Pendleton (the protagonist in Downpour) isn’t like the protagonists we’ve seen before as he deals with his own issues and unique reasons for being called to the town. I don’t want to give away the plot, but I will say this much: I was very surprised when I learned the true reason Murphy had been called to Silent Hill — and it goes beyond the simple “inner demons” justification we’ve seen before. I’ve seen discussion in online discussions where other players were able to guess where the story was going from a mile away. Personally, I was gripped by the story right up through the end, and my engagement had a lot to do with the storytelling mechanics used in the game. Murphy’s story doesn’t just unfold in cut-scenes; it unfolds bit-by-bit through flashbacks, character interactions, and even in the notes you pick up throughout the game. Even better, Murphy’s character arc isn’t rushed or crammed into the climax of the game, either. Instead, we learn his back story and discover his motivations all throughout Downpour. I appreciated the fact that many of the details explaining Murphy’s actions weren’t revealed in cut-scenes (as is the case with previous games in the series). If you want to know the full story of what’s going on, you have to take the time to piece together the snippets of information you’ve gleamed from notes scattered throughout town, keep a keen eye on the environments you explore, and pay attention to some of the side quests you complete.

Find similar article at: http://www.1up.com/features/five-silent-hill-downpour-right

The Hysterical History of Portable Consoles

Posted: 23 Apr 2012 04:21 PM PDT

Not to sound like an old fogey, but — oh, what the hell: kids these days are spoiled, what with their Nintendo 3DSes and their iPads. The best portable games are now only a notch or two below the quality of console and PC games, to the point where the average person probably couldn’t tell them apart. In the ’80s and ’90s, though, handheld gaming was a luxurious novelty, on par with staying up late on weekends and birthday parties at Discovery Zone. While Nintendo’s Game Boy was a somewhat affordable system that had plenty of good games and eventually dominated the market, some kids had to wrest them from their parents’ hands. Many just didn’t have one at all, and had no choice but to settle for cheap, dinky LCD games from Tiger Electronics and its contemporaries.

But those early days of portable gaming were also when a grand fantasy started to become real. Gamers with wild imaginations dreamt of portable systems that could play their console games — NES, Super NES, Genesis, and whatever else — and instantly leapfrog the Game Boy. Wild as it was, some manufacturers decided to give it a try, shrinking home consoles down into handheld units with color LCD screens that would, ostensibly, provide the same quality of entertainment, only on the go. Though they all failed in their own ways, the idea (and the technology) slowly advanced through to the present day, when games of the ’90s are now “retro,” and carry the same sense of novelty as portable-only games once did. This is the story of the utterly weird evolution of the so-called portable console.

Pardon the ‘Express’ion

In 1990, the first commercial portable console was NEC’s TurboExpress (PC Engine GT in Japan), a handheld version of their TurboGrafx-16 system in a Game Boy-like form, but with an almost-three-inch color screen and, like the Game Gear, supported a TV tuner accessory for catching local broadcasts. The screen itself was an “active matrix” LCD, which at the time provided a reduction in screen blurring that made the Game Boy look almost unplayable in comparison. The compromise was that the screen didn’t display every line of resolution that the TG16 did, meaning that games looked literally rough around the edges. And like seemingly every handheld that wasn’t the Game Boy, it required six AA batteries to run. Top that with the system’s overall round, rubberized look, and the TurboExpress resembled a piece of game-playing diving equipment.

TurboExpress Spot Art

On paper, the TurboExpress made perfect sense just by virtue of the TG16 game cards, which truly were plastic wafers that could hold some good-looking games and easily fit in a wallet (though actually sticking them in your back pocket wasn’t advisable). And the original PC Engine was tiny to begin with, so it would have been silly not to try to shrink it down further and slap an LCD screen on it. NEC seemed to have a knack for coming up with hardware that was at least a few years ahead of its time, and producing and selling it, too. The TG16 was the first console to get a CD-ROM drive (unusable with the TurboExpress, naturally), a five-player adapter, and a few additional system models at least in Japan that all padded out the product line.

The TurboExpress was probably the most appealing of all of them, but being ahead of its time also meant a price from the future: it debuted at $299, the same number for a 3G-enabled PlayStation Vita from 2012, but technically more, considering inflation. NEC not only priced the Express out of the market, but cemented it as the handheld system of choice for discerning adult gamers who were probably already madly in love with the TurboGrafx to begin with, or rich kids who wanted to attract friends the easy way. (A price drop to $199 did little to relieve that.) Some years later, NEC gave the idea another go, and made the Japan-only PC Engine LT, a bulkier, flip-top unit that still played the same game cards and could get TV signals, but now had a bigger, comparatively better screen, plus the ability to connect to a PC Engine CD-ROM drive. But it, too, was a couple of years too early, and NEC made a relative handful of units. Now it’s one of the holy grails of TurboGrafx fans, but those with their heads on their shoulders will probably just stick with the Express.

PC Engine LT Spot Art

But what about Nintendo? Sure, the Game Boy was cute and inexpensive and introduced millions of people to Tetris, but the prospect of taking your existing NES or Super NES games on the go would, on the surface, be more appealing than spending extra money on a Game Boy and its own games. The problem is that Nintendo game cartridges were the biggest of all, particularly the NES ones, so any portable-ization of their systems would have to compensate for the relatively huge carts.

Nevertheless, some companies tried to do just that in the early ’90s, to varying (yet still low) degrees of success. For a brief moment, there was Biederman Design Labs, a tiny industrial design business — quite possibly just one guy in a garage — who developed a prototype portable NES called the “Express” (no relation to NEC’s). The Express was shown to Electronic Gaming Monthly in 1991, but even calling it a “prototype” would be too generous, because the Express looked like nothing but the guts of an NES stuffed into a wooden box and fitted with a screen and two controller ports (because plugging in the pads was more practical than trying to wrap your hands around the thing). That’s fine if you’re doing it for fun like well-known console modder Ben Heckendorn; not so much if you’re trying to take the thing national.

Find similar article at: http://www.1up.com/features/hysterical-history-portable-consoles

Finding an Edge Against Steam

Posted: 23 Apr 2012 04:21 PM PDT

Impulse

Steam is top dog when it comes to the digital distribution of PC games, and for many people it’s the one and only way to purchase PC games. Although it was maligned by most everyone when it was first released and made playing Half-Life 2 at its launch a real hassle, Valve was smart to enter the market when it did: it’s had the better part of a decade to figure out what does and doesn’t work. And being as early as it was, it’s become the definitive example of how digital computer games should be distributed.

That puts everyone else at a fairly significant disadvantage. Because it’s not as if Steam was merely the first; it is, in many ways, the best option available as far as these sorts of services go — as long as you can look past the inherent DRM of using something like Steam. As other companies launch competitors, they have to worry about getting the fundamentals right. While they’re doing that, Valve is free to spend its time developing things like the Steam Workshop that make the competition look bush league by comparison.

While playing catch-up — cloud saves, mod databases, and other Steam features are not likely to be included by any competitor right out of the gate — it becomes necessary to find some sort of feature or reason to compel people to use a Steam alternative. Good Old Games, now known as GOG, made its name by selling classic games without any DRM and with bonus features such as soundtracks, wallpapers, and artbooks. After finding success with that, it’s now expanding into the realm of selling new games, hoping the combination of its devoted userbase, strong customer support, and lack of DRM will help it to compete. EA’s Origin is still fairly new and so far does not offer any unique features — if you use it, there’s a good chance you’re only doing so because EA requires you to in order to play its games. Beyond that, it’s not doing much of interest, save for its integration in a limited number of mobile games.

Even Valve’s Gabe Newell openly shares the opinion that Origin has yet to stand out in any way. “I don’t think they’re doing anything super-well yet,” he said on podcast Seven Day Cooldown (as transcribed by Gamasutra). “They have a bunch of smart people working on it but I think they’re still playing catch up to a lot of people who have been working in the space for a while. I think they’re recognizing what the challenges are with building and scaling out this kind of system.”

He did say Origin may end up doing something “that is useful to software developers or to gamers but they haven’t done that yet.” And it’s true — years from now Origin may do something of some value you can’t get elsewhere. For the time being that is not the case, and with the exception of those who have a particular issue with Steam or Valve, it’s hard to imagine someone opting to use Origin over Steam if everything else is equal.

GameStop is also a player in this space as the owner of Impulse. The company today announced it now has a catalog of more than 1,500 downloadable PC games available online and, more importantly, through its stores. We first heard about its plans to offer digital games in its stores last summer, something it planned to start doing with the launch of Deus Ex: Human Revolution. Impulse, which the company acquired early last year, has been around for years now but, like Origin, doesn’t really stand out in any way. The ability to buy its games from a retail store is, however, an interesting feature, and one neither Steam nor Origin can match currently.

The thought of buying digital items in a store may sound unappealing or pointless to those with credit cards, but for those without a credit card, PayPal, or some equivalent, it does open the door for a new group of consumers to begin purchasing digital PC games. And if those people begin to amass a collection of games on Impulse without running into any issues, they may be encouraged to continue buying their games through it even when there is no longer a barrier to buying games on Steam or Origin. And just as intriguing for frugal shoppers is the ability to purchase digital PC games with credit earned by trading in used console and handheld games. While those PC games can’t be used to continue the cycle of buying games and then trading them in, GameStop is undoubtedly happy to have new ways of encouraging its customers to trade in their old games, as it’s the sale of these titles that is more profitable than anything else it is involved in.

I don’t expect that offering digital games at retail will suddenly have Impulse overtaking Steam by luring away its customers; instead, it’s more likely to expand the audience of people who purchase computer games digitally. In fact, it may result in Steam attracting new users as Impulse could act as an introduction to digital games. Bringing new people over to Steam is not what GameStop is hoping to accomplish here, but without coming up with some sort of unique features Steam doesn’t offer — and even that may not lead to Steam users flocking to Impulse, as many of them are now invested in their Steam friends lists/Achievements/libraries — this should serve as a way of generating sales on Impulse it would otherwise not be seeing.

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Prototype 2 Review: Why So Serious?

Posted: 23 Apr 2012 04:21 PM PDT

See the child. Hear her beckon forth, surrounded by the carcasses of men harboring murderous intent. Men you ended. Their last breath whispering about the sweetness of a child, or the satisfaction of killing the interloper that you are. Save the child, who you thought was yourn, but she reveals herself to be Mei lost in the world of dust, not the daughter you left behind twelve months ago. The voice in your pocket sputters forth. The man named Henry asks, take her, take the lost child Mei, take her to the mall. Give her medicine left behind by those who never set foot in Haventown, those who drop foodstuffs and medicines from above and never look back. Not since The Event. The Event that scraped the loam off the earth and turned it into the dust that hugs and holds and kills all who wander within. The dust that chips and gnaws at your very stamina. The Event that dominates I Am Alive.

So you go, ever pressing on to find wife and child. Gone a year, but now you return, to climb and cobble and carry on. You cannot ignore Mei’s bleat for aid, but other survivors of the Event not so much as settle but subsist their meager existences in the dust covered Haventown. A man yearns cigarettes to pass on. Another man in an amusement park needs medicine to heal the leg that’s been crushed by another uncivilized man. Haventown also starves for supplies. Bottles of water, cans of fruit cocktail, a single inhaler, a handful of painkillers, these all turn into precious manna from heaven through scarcity. Give the emergency kit to the woman with the ankle sprain? What these bemoaning folk have to give, besides gratitude and perhaps a precious shotgun, is the Retry. Haventown harbors death by trial, not saves. It does not yield to the checkpoint that others call for. It takes away a Retry from your knapsack for every fall, stab, or shot you suffer. Deplete your store of Retries, and your journey resumes at the beginning of your current episode. A practice that leeches away minutes of your life. A practice that mocks you by depleting Retries and then flings you back to 45 minutes ago. What is worth more, the rat meat that can heal you, or the Retry that you get for giving rat meat to the gurgling man below? Every survivor, like the woman bound by handcuff to a bench, pleads for help while you mind debates.

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Republique and the Price of Bringing PlayStation’s Spirit to iOS

Posted: 23 Apr 2012 04:21 PM PDT

What’s so terrible about DmC? People sure were angry when Capcom revealed this Devil May Cry prequel/reboot last year. Not having particularly followed the series myself, I found the outcry a little baffling. Sure, it was being outsourced rather than being developed internally by Capcom, but the studio responsible for it is Ninja Theory, who have yet to make a poor game; on the contrary, their work — particularly the recent sleeper Enslaved: Journey to the West — have been quite nicely received by critics. In the end, the complaints mainly seem to boil down to the fact that protagonist Dante suddenly has dark hair and a coif that look an awful lot like that of Ninja Theory’s boss, Tameem Antoniades.

OK, so maybe it’s a little self-gratifying. But still, I have to ask: What’s so terrible about DmC? Now that I’ve had the opportunity to play DmC for myself, I have a hard time imagining that any fan of Devil May Cry fan wouldn’t enjoy Ninja Theory’s take on the franchise. Yeah, Dante has become something of a self-insertion character, and he’s a cocky twerp; but his brashness is offset by a delirious combination of over-the-top silliness and over-the-top action game excess. One moment, Dante is answering the door of his trailer home in the nude; the next, a massive demon is attacking and the hero dresses himself in slow-motion by free-falling through the air into his clothes. (Conveniently placed hovering free-fall objects such as slices of pizza manage to preserve his modesty to the viewer through an increasingly improbable sequence of events.) There’s a real sense of tongue-in-cheek absurdity to it all; were these events to simply flash past in a moment, they’d seem frivolous. Instead, they drag on just a little too long and become just a little too ridiculous, and that clearly deliberate excess amounts to a knowing wink at the audience. It works.

Find similar article at: http://www.1up.com/previews?cId=3187023

God Slayer (CN)

Posted: 23 Apr 2012 04:21 PM PDT



First announced last week (link), God Slayer is ChangYou’s answer to Tencent Game’s incoming Blade Soul. Do not miss out the other competitor as well, Dragon Blade (link). God Slayer is China’s first action MMORPG developed using CryEngine 3, and unlike games such as Mabinogi Heroes and Dragon Nest, it will feature an open world. I am really pleased the images and debut trailer all used in-game shots!

Various oriental myths and legends will be brought to live in God Slayer, boosted by the game engine’s potent power. But the lore just doesn’t stop in the East, as the main lore is mixed with elements from the West as well. Live weather system, day and time cycles, interactive environment are just some of the eye candies available.



A new highlighted feature will be the mount system. Unlike most games, different mounts in God Slayer will react differently in various environments. Some are more adapt moving across grasslands, some are faster in the air, some are equipped to swim… and more. There will also be mounts able to sit multiple players as well as aiding players in combat. More information when available!

Find similar article at: http://www.mmoculture.com/2012/04/god-slayer-cn-chinas-first-ce3-action.html

Blade & Soul (KR)

Posted: 23 Apr 2012 04:20 PM PDT



I don’t normally air my views on certain topics as a separate post, but there will still be exceptions from time to time. NCsoft, to the surprise of many, revealed the Summoner class to much fanfare, but I can guarantee you that no one outside NCsoft would have foresee the kitty cat mania which followed. No doubt the over-cute design might be out of place and attract negative comments from everywhere, but when was the last time a MMO company pulled of such an amusing and entertaining “stunt”?

NCsoft really has got balls, and titanium-clad ones if I may describe. If you are NCsoft’s CEO, would you have dared to teased the Summoner class calling forth awesome ink demons, only to reveal they are summoning kitty cats instead? Normally, I would have been a detractor, but NCsoft actually has got the full package in place, including the skill system for the kitty cat summons, the various gliding, swimming and moving actions, and even a music video! This is not a half-baked system just to score some points with the ladies, but a full working feature.

My point is, if you want to pull off such a “stunt”, you must be prepared with the content to showcase and convince gamers it will work. This kitty cat mania is definitely a stroke of genius in my books. I am convinced, and totally in awe at the same time. Even my normally strict brother is hooked to the music video!

Find similar article at: http://www.mmoculture.com/2012/04/blade-soul-kr-my-thoughts-on-kitty-cat.html

MMO Updates

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Celebrate Lord of the Rings Online's 5th Anniversary with free stuff from Massively!

Posted: 24 Apr 2012 10:00 AM PDT

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Lord of the Rings Online: Rise of Isengard
Exactly five years ago today, Lord of the Rings Online launched to eager MMO fans, bringing J.R.R. Tolkien's world to life in a persistent land for the first time in a video game. The game has enjoyed consistent success since then, keeping the MMO world on its toes with three expansion packs and a move to free-to-play that earned the game several awards and more success than most MMOs are able to enjoy long after launch.

To help celebrate this success after five years, Turbine has teamed up with Massively to offer special prizes for three lucky winners: 5,000 Turbine Points, 10,000 Turbine Points, and a Lifetime account!

To be eligible, you must reside in North America (these are for NA accounts) and be over 18 years of age. If that checks out, just head on over to our contest post in our forums and leave a reply to the thread letting us know what your favorite moment was from the last five years of LotRO. Be sure to get your responses in before 8 a.m. EDT on Friday, April 27th. We'll then randomly select the first-, second-, and third-place winners and notify them by the end of the day Friday.

Also be sure to check out the 5th anniversary video just after the cut below. Best of luck to everyone!

CONTEST FAQ OFFICIAL RULES

Continue reading Celebrate Lord of the Rings Online's 5th Anniversary with free stuff from Massively!

MassivelyCelebrate Lord of the Rings Online's 5th Anniversary with free stuff from Massively! originally appeared on Massively on Tue, 24 Apr 2012 12:00:00 EST. Please see our terms for use of feeds.

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    Test drive a new BMW in Auto Club Revolution

    Posted: 24 Apr 2012 09:30 AM PDT

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    Auto Club Revolution: BMW 1 Series M Coupe
    Auto Club Revolution doesn't get a lot of ink from the mainstream MMO press, but it's a pretty interesting title if you're a gearhead. It's more of a virtual world and community hub than a typical progression game (but there is plenty of progression to be had nonetheless). Eutechnyx has just announced a partnership with BMW that gives players a chance to drive and customize a virtual version of the company's new 1 Series M Coupe. The ACR coupe was built with input from BMW designers, as was the new Victoria Harbour road course that you'll drive it on.

    ACR is a free-to-play racing title that delivers a "console-quality racing experience" according to Eutechnyx. Gamers can collect, customize, and race models from over 50 real-world manufacturers. Visit the game's official website and sign up to access the challenges needed to unlock your new BMW.

    [Source: Eutechnyx press release]

    MassivelyTest drive a new BMW in Auto Club Revolution originally appeared on Massively on Tue, 24 Apr 2012 11:30:00 EST. Please see our terms for use of feeds.

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      EVE's Escalation patch brings new status bar, missile effects, and more

      Posted: 24 Apr 2012 09:15 AM PDT

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      EVE Online - new missile effects
      It's patch day in New Eden. Today's Escalation update is the first step on the road to next month's Inferno expansion, so CCP has rolled out a new dev diary video to give all you internet spaceship jockeys a heads-up on the more pertinent changes.

      Lead designer CCP Soundwave is today's talking head. He takes us through the changes to the drone regions, which CCP hopes will revitalize EVE Online's mining trade. "Mining will actually be done through mining rather than shooting NPCs," Soundwave deadpans.

      Incursion spawns and payouts are also being tweaked, though Soundwave doesn't spend much time on that particular detail in this video. He does show off EVE's new effect bar, though. Prior to the patch, pilots needed to hunt down aggressors via the game's overview, but now there's a little status bar above the hull/armor/shield readout that gives you pertinent combat info at a glance.

      Finally, CCP has been hard at work revamping EVE's missile effects. The tweaks follow on from last year's turret upgrades to bring even more visual ooohs and ahhhs to EVE's combat. More details are available in the clip after the cut.

      Continue reading EVE's Escalation patch brings new status bar, missile effects, and more

      MassivelyEVE's Escalation patch brings new status bar, missile effects, and more originally appeared on Massively on Tue, 24 Apr 2012 11:15:00 EST. Please see our terms for use of feeds.

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      RIFT kicks off service in Korea

      Posted: 24 Apr 2012 09:00 AM PDT

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      It's possible that there's a dirty joke in here.  I don't actually know how to read Korean.
      MMOs generally don't sojourn too far from home. Outside of launches in the US and Europe, it's rare for a western game to be adapted to the Korean or Chinese market; far more often games from those markets get shipped here. But it does happen every so often, and such is the case with RIFT. As of today, the game has officially started its full commercial service in Korea under the guidance of NetMarble.

      The game is also launching with several of the usual launch events such as promotional giveaways, although they're of limited utility if you don't read or speak Korean. It's an unusual export, but with several Korean games making major promotional pushes in the US (such as Aion and TERA), it might be the time to see if cross-cultural appeal works in the other direction. And if you're familiar with the language and want to see how the game plays when adapted, now's the time.

      MassivelyRIFT kicks off service in Korea originally appeared on Massively on Tue, 24 Apr 2012 11:00:00 EST. Please see our terms for use of feeds.

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      BioWare strikes back at SWTOR declining sub reports

      Posted: 24 Apr 2012 08:45 AM PDT

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      Star Wars: The Old Republic - facepalming Jedi
      Last week Cowen analyst Doug Creutz ruffled a few fanboy feathers with his prediction of declining subscription numbers for Star Wars: The Old Republic. BioWare lead writer Daniel Erickson responded by saying that subscriptions are not dropping, but that the number of concurrent users at peak times has gone down.

      "Nothing is off the table when it comes to making sure our communities are strong and active on each server," Erickson said.

      He told PC Gamer that BioWare is doing "anything and everything" to help its numbers. Creutz said that SWTOR subcribers reached a peak of 1.7 million in February, and he estimated that populations would drop to 1.25 million by March of 2013.

      MassivelyBioWare strikes back at SWTOR declining sub reports originally appeared on Massively on Tue, 24 Apr 2012 10:45:00 EST. Please see our terms for use of feeds.

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      World of Darkness creative director talks design and the MMO mainstream

      Posted: 24 Apr 2012 08:30 AM PDT

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      World of Darkness - Masquerade rose
      A new interview at Gamasutra posits that CCP is gunning for mainstream success with its upcoming World of Darkness MMO. The EVE Online developer has cornered what's left of the hardcore sandbox market, so now it's looking to marry EVE's emergent gameplay with more familiar MMO staples. "The way to drag people in will be traditional themepark-style PvE play. Once players get into the setting, they'll see the appeal of the sandbox play," says WoD creative director Reynir Hardarson.

      Despite the concessions to mainstream accessibility, EVE's influence on World of Darkness will be more than superficial. "The live-action roleplayers of the Vampire the Masquerade tabletop game play this way," Hardarson explains. "It's really about politics and power plays."

      Why don't more MMO developers try their hand at sandbox mechanics? Hardarson says designing for emergent play is difficult because you can't test it. It's worth it, though, because MMOs that hand-hold and limit players to a linear path miss the point. "I'm not a five-year-old. If I want to go in the cave and I want to die, that's my problem," Hardarson says.

      MassivelyWorld of Darkness creative director talks design and the MMO mainstream originally appeared on Massively on Tue, 24 Apr 2012 10:30:00 EST. Please see our terms for use of feeds.

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      Drakensang Online compares itself to Diablo III and Torchlight II

      Posted: 24 Apr 2012 08:00 AM PDT

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      Drakensang Online
      Bigpoint Games is painting Drakensang Online as the Rocky Balboa of isometric hack-n-slash MMOs, and it's stepping into the ring with the upcoming title contenders and swinging away. The company released a comparison chart to show how its scrappy underdog is actually head and shoulders above the developing competition.

      According to the comparison chart, Drakensang takes the lead by offering all that its competition has plus more. When you've got a game that was developed in less than two years, is free-to-play, and is a full-fledged MMO, why would you ever want to sample the fruits of Blizzard's and Runic Game's trees?

      Will Drakensang nip hard enough at Diablo III's heels to hobble the mighty demon as it releases next month? Time will tell, but you can check out our impressions of Drakensang when Mike plays it for you live on Massively TV this Wednesday evening!

      [Source: Bigpoint Games press release]

      MassivelyDrakensang Online compares itself to Diablo III and Torchlight II originally appeared on Massively on Tue, 24 Apr 2012 10:00:00 EST. Please see our terms for use of feeds.

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        New Blade & Soul videos show Summoner gameplay, qinggong abilities

        Posted: 24 Apr 2012 07:30 AM PDT

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        Blade & Soul qinggong
        Looking for some more Summoner gameplay after that pet reveal last weekend? Korean MMO website ThisIsGame has you covered with a new Blade & Soul preview video. We get to see three minutes of combat footage, including plenty of killer kitty-cats and spell-casting action. The video quality isn't the greatest, but it's definitely interesting to see the Summoner in action for an extended period.

        NCsoft has also released a new one-minute qinggong trailer. The clip shows several Blade & Soul avatars in all their wall-running, high-flying, gravity-defying glory (and this time it's a high-quality embed). Check out both videos after the break.

        [Thanks to Tym for the tip!]

        Continue reading New Blade & Soul videos show Summoner gameplay, qinggong abilities

        MassivelyNew Blade & Soul videos show Summoner gameplay, qinggong abilities originally appeared on Massively on Tue, 24 Apr 2012 09:30:00 EST. Please see our terms for use of feeds.

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        Xsyon hosts 10-day welcome back promotion

        Posted: 24 Apr 2012 07:00 AM PDT

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        Xsyon
        Did you play the sandbox title Xsyon in the past year but let your subscription slip? Notorious Games wants your patronage back and it's willing to meet you halfway with 10 days of free game time to check out all of the new additions and developments in the game.

        Any former subscriber to Xsyon will receive a 10-day pass to the game sometime after May 18th. This time will be used over the course of five weeks. Eligible players will be notified by email when their 10-day slot is scheduled.

        Xsyon recently celebrated its first anniversary, and since launch has seen explosive growth of both player-created structures and the wildlife population. Other improvements that Notorious Games is proud of include a better crafting system, an overhauled UI, and tweaked visuals.

        MassivelyXsyon hosts 10-day welcome back promotion originally appeared on Massively on Tue, 24 Apr 2012 09:00:00 EST. Please see our terms for use of feeds.

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        The Daily Grind: Do you grind for fluff items?

        Posted: 24 Apr 2012 06:00 AM PDT

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        Lord of the Rings Online - map of the Shire
        Lord of the Rings Online's anniversary festival has another six days to go, which just might be enough time for me to grind out the tokens necessary to complete my map collection (and the spiffy Eriador Cartographile title that comes with it).

        I say "grind" here pretty loosely, as the horse-races, fireworks displays, and dwarven beer-brawling are highly enjoyable even though I've done them dozens of times each at this point.

        What about you, dear readers? What's your tolerance when it comes to grinding for fluff items? Do you do it, and what's the best (or worst) such grind you've ever experienced?

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

        MassivelyThe Daily Grind: Do you grind for fluff items? originally appeared on Massively on Tue, 24 Apr 2012 08:00:00 EST. Please see our terms for use of feeds.

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          Not So Massively: Diablo III open beta weekend edition

          Posted: 23 Apr 2012 06:00 PM PDT

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          Not So Massively title image
          Diablo III's open beta weekend was a huge success, giving developers the chance to stress test the servers that will be used when the game goes live in just over three weeks. Torchlight II teased fans this week with the release of its official opening trailer, which picks up the story from the end of the first game. Web series Extra Credits ran a special episode this week discussing Firefall's plan to let players work together to push back the map boundaries and unlock new content.

          Rise of Immortals rolled out a new guild system in this week's patch and released its new area-effect tank immortal, Shard. Dota 2 added classic hero Brewmaster to the beta roster, and Bloodline Champions began preparing patch 2.4 with its new healer bloodline, Dryad. Wrath of Heroes released a hero spotlight video on melee fighter Bax Dreadtoof, and League of Legends highlighted some awesome fan-made art.

          Continue reading Not So Massively: Diablo III open beta weekend edition

          MassivelyNot So Massively: Diablo III open beta weekend edition originally appeared on Massively on Mon, 23 Apr 2012 20:00:00 EST. Please see our terms for use of feeds.

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            Captain's Log: Interview with Star Trek Online lead writer Christine Thompson, part one

            Posted: 23 Apr 2012 05:00 PM PDT

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            Image
            Today Captain's Log continues with the first of two installments of my interview with Christine Thompson, Star Trek Online's lead writer at Cryptic Studios!

            I began the discussion by asking Thompson about her background as a writer and journalist before she began working for Cryptic. She stated that she had held positions as a reporter, editor, page designer, and wire editor for 13 years, after which she found herself in a position of "either having to move up into management or having to find something else to do."

            Yet she spent a lot of her personal time playing MMOs, reading comic books and fantasy novels, and watching Star Trek. Since she had to find a new career anyway, she thought, "Why not find a career I actually enjoy?" That's when she began to look for writing positions in the gaming industry.

            Continue reading Captain's Log: Interview with Star Trek Online lead writer Christine Thompson, part one

            MassivelyCaptain's Log: Interview with Star Trek Online lead writer Christine Thompson, part one originally appeared on Massively on Mon, 23 Apr 2012 19:00:00 EST. Please see our terms for use of feeds.

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              ChangYou plans to bring Shadowbane back in China

              Posted: 23 Apr 2012 04:30 PM PDT

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              Old MMOs never die, they just get farmed out.  Well, except AC2.  And TMO.  And E&B.  And SWG...
              MMOs die. It's a very sad reality, but a reality just the same. And more often than not, there's no chance for a revival. But every so often the stars align just right and fans get lucky, which is almost the case with Shadowbane. Nearly three years after the game's shutdown, it looks like it'll be getting a new lease on life... as the basis for a new title developed by ChangYou.

              There are no firm details on what the new game will look like, although it appears to have been in development for roughly a year at this time. Preliminarily titled World of Shadowbane, the game is still too far in the future for any sort of launch information, much less discussion of whether or not the game will see an American release. Still, it's closer to a chance at revival than the game has had in the past three years, and that's something.

              MassivelyChangYou plans to bring Shadowbane back in China originally appeared on Massively on Mon, 23 Apr 2012 18:30:00 EST. Please see our terms for use of feeds.

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              Guild Wars 2 gets all social before the beta weekend [Updated]

              Posted: 23 Apr 2012 04:00 PM PDT

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              Or you could just hang out by the punch bowl and not talk to anyone.  That's also an option.
              There's no shortage of players waiting eagerly to jump into Guild Wars 2 beta testing this weekend, but that's still several days away. It's very possible that you really need a steady shot of Tyria a little earlier than that. Fortunately for you, there are options open as the community team pushes interaction in a big way. The game's Facebook page is the center of a rather art-centric promotion: As the page nears half a million Likes, the team is releasing a new piece of art for every 10,000 new fans.

              Not your cup of tea? That's all right, as the team has also set up a Pinterest page to show off the best game-related fan projects. There are also boards set up on the same page where you can show off screenshots of each race, whether you're opting for the diminutive Asura or the towering Norn. It's a good chance for everyone to get involved in the Guild Wars 2 community before the weekend gets underway, even if it won't make the test start any faster.

              [Updated with clarification regarding the picture forums.]

              MassivelyGuild Wars 2 gets all social before the beta weekend [Updated] originally appeared on Massively on Mon, 23 Apr 2012 18:00:00 EST. Please see our terms for use of feeds.

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              MapleStory proclaims Alliance Eternal this week

              Posted: 23 Apr 2012 02:00 PM PDT

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              MapleStory
              With this week's Alliance Eternal patch in MapleStory, Nexon has returned the balance of the classes to where it should be. The final update in the Alliance trilogy focuses on Cygnus Knights and Explorer classes, retuning them and bringing their power levels back up to par with the classes that received developer love with the previous updates.

              Alliance Eternal has a few other fun surprises for players. Level 120 characters can hop through a Dimensional Schism and take on the sinister-sounding Arkarium, while Cygnus Knights level 110 or above have new quest chains to investigate.

              Nexon's also looking forward to the coming months. MapleStory will hit its seven-year anniversary in May, and players should expect a big bash when that happens. The devs also teased a "big summer content release" on the horizon with two new characters including the Phantom hero.

              MassivelyMapleStory proclaims Alliance Eternal this week originally appeared on Massively on Mon, 23 Apr 2012 16:00:00 EST. Please see our terms for use of feeds.

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              Take a behind-the-scenes tour of ArenaNet's (totally awesome) offices

              Posted: 23 Apr 2012 01:00 PM PDT

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              I want to go to there.
              Guild Wars 2 fans are surely champing at the bit to get their hands on the game next week in the game's first public beta weekend, but you know what's cooler than taking part in GW2's beta weekends? Doing so at ArenaNet's offices in Seattle, which is exactly what the folks at Eurogamer got to do just recently.

              Not only did they get the opportunity to sit down and play the Guild Wars 2 beta with the team, but they also got the chance to chat with many of the key figures behind it all. Virtually every department of development is represented in the lengthy article, which includes interviews with head honcho Mike O'Brien, QA manager Mike Zadorojny, art director Daniel Dociu, lead content designer Colin Johanson, and many, many more. So if you're interested in a behind-the-scenes look at the studio behind what could be this year's biggest MMO, just head on over and check out the full piece.

              MassivelyTake a behind-the-scenes tour of ArenaNet's (totally awesome) offices originally appeared on Massively on Mon, 23 Apr 2012 15:00:00 EST. Please see our terms for use of feeds.

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              Wings Over Atreia: The skinny on housing from NCsoft

              Posted: 23 Apr 2012 12:00 PM PDT

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              Wings Over Atreia
              We spoke; NCsoft listened.

              Don't look so surprised! Is it really so far-fetched to think that developers care about and want to keep an eye on the thoughts and reactions of their playerbase? Well, other than to just laugh at us of course. *wink* I kid, I kid.

              In all seriousness, though, when I shared my first impressions of the long anticipated Aion: Ascension, I noted some letdowns amid the greater aspects. My opinions were formed from what information could be gleaned from actual in-game play during those first days after release. Of course, not all of Aion's new features could really be explored and enjoyed in that short span of time, so that, coupled with a lack of published information (shocking!), meant I wasn't even close to a comprehensive understanding. But my disappointments in the temporary aspects of some housing and other items as well as the high cost of housing struck a chord with others as well.

              To our benefit, NCsoft was listening. Producer Adam Christensen and Associate Producer Sean Orlikowski quickly addressed some of the concerns noted, sending us more information to share. Along with clarification, we received an exclusive look at the housing release schedule for both the Asmodian and Elyos factions. If you know which real estate you want, check the schedule below to see when your spot hits the market. (And don't forget to save your kinah!)

              Gallery: Aion housing

              Continue reading Wings Over Atreia: The skinny on housing from NCsoft

              MassivelyWings Over Atreia: The skinny on housing from NCsoft originally appeared on Massively on Mon, 23 Apr 2012 14:00:00 EST. Please see our terms for use of feeds.

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                Spirit Tales open beta delayed until May 10th

                Posted: 23 Apr 2012 11:30 AM PDT

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                Screenshot -- Spirit Tales
                At the beginning of the month, KoramGame announced that its upcoming saccharine-sweet free-to-play title, Spirit Tales, would be entering open beta this Wednesday, April 25th. Alas, that is no longer the case. Fans of the mind-numbingly adorable title will have to wait another couple of weeks to get their hands-on time, as KoramGame announced today that the open beta has been delayed until May 10th.

                So what's the deal with the delay? According to General Manager Yann Wang, "problems have occurred that have made it difficult to incorporate certain features that are vital to the release of the game." As a result, the game "will not be ready on the date [...] originally promised." He goes on to add, however, that "the Spirit Tales team... [is] optimistic that this short-but-necessary delay will ensure that [it produces] a much more complete and polished game." Here's to hoping that's the case, but we'll just have to wait until May 10th to find out for sure.

                [Source: KoramGame press release]

                MassivelySpirit Tales open beta delayed until May 10th originally appeared on Massively on Mon, 23 Apr 2012 13:30:00 EST. Please see our terms for use of feeds.

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                  Sony eyeing ways to get MMO players out of the house

                  Posted: 23 Apr 2012 11:00 AM PDT

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                  Cheers
                  Sometimes you want to go where everybody knows your name, amirite? And other times, you want to get lost in an MMO and be (relatively) anonymous. The latter may become a bit more difficult, as Sony is looking to create a program "that would encourage gamers to head into the daylight for organized events," according to a posting at Engadget.

                  The firm has even filed a patent for some sort of meet-up software. Speculation has it that it will incentivize real-life get-togethers, though how (or why) is anyone's guess at this point. Is this another personal information-harvesting ploy like Blizzard's RealID failboat, or is it something new? Time will tell, and we'll keep an eye on it for you.

                  MassivelySony eyeing ways to get MMO players out of the house originally appeared on Massively on Mon, 23 Apr 2012 13:00:00 EST. Please see our terms for use of feeds.

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