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  • Massively previews WildStar's character creation, housing, Engineer, and Medic

    by 
    Bree Royce
    Bree Royce
    12.12.2013

    What do you get when you throw a bunch of Massively writers into the WildStar beta for a week and tell them they can roll a million characters, play the new classes, and muck around with floating houses in the sky? You get today's embargo-lift extravaganza, that's what, and a whole bunch of bunnygirls. Massively's Eliot Lefebvre, Justin Olivetti, and Gavin Townsley trekked to the planet Nexus and back to relate their deep-dive hands-on experience with the upcoming sci-fi MMO's character creation, Medic, and Engineer, as well as a take fresh look at the updated housing system. Enjoy our complete coverage! Massively's hands-on with WildStar's character creation Eliot tinkers with character customization, judging WildStar's somewhere between the extremes of World of Warcraft and City of Heroes. Expect an expert opinion on hair styles and body sliders. Massively's hands-on with WildStar's housing system In the wake of the latest housing demo, Gavin explains the differences between sockets, plugs, and buff boards, and then repeats rumors of a strip club for small stuffed animals. Massively's hands-on with WildStar's Engineer Justin is a sucker for Engineers: "This is my rifle and this is my gun; this is for fighting and this is for statistical improvements that help my gearscore for the inevitable raid gating." Massively's hands-on with WildStar's Medic Eliot covers the feel of WildStar's hard-to-master melee healer and his role in the overall environment: "Sure, I had moments of frustration, but I certainly wasn't ever bored."

  • Massively's hands-on with WildStar's Medic

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.12.2013

    My favorite classes in games are the ones that inspire spit-takes. The fact is that I don't really hate your bog-standard Warriors or Mages or whatever. But the classes that really get me interested are classes that demand that you explain what they do and how someone came up with that concept. Guild Wars has the Dervish, World of Warcraft has the Shaman, Final Fantasy XI has the Corsair -- they're flavorful, they're unique, and they're just plain neat. Combine that with my love of melee and WildStar's Medic had me from hello. I really like getting into the paint with things, I like the idea of a healer focused on getting up close and dancing, and I love the idea that medics balance between being doctors and technological shock troops. So jumping into the beta, I was happy to dive into the shoes of the doctor and start doing a whole lot of harm to anyone and everyone who opposed the Dominion.

  • Massively's hands-on with WildStar's Engineer

    by 
    Justin Olivetti
    Justin Olivetti
    12.12.2013

    It must have been serendipity that got me into the WildStar beta the week after the Engineer was announced (well, that or a PR push, but what are the odds?). As my friends, my family, and those who come within shouting distance of my voice know, I am always drawn to Engineers in video games. Whether the game be Team Fortress 2, Guild Wars 2, or Warhammer Online, if I have a big wrench, turrets, guns, pets, and/or lots of gadgets, I'm a pretty satisfied human being. WildStar's Engineer almost sounded too good to be true to me: a heavy armor-wearing ranged class that could DPS or tank while fielding combat robots. There might have been mention of a mech suit as well, but by that point I was twitching on the floor after suffering a happiness seizure. But would this perfect match on paper meet up to the cold, colorful reality when I got into the game? There was only one way to find out. Honey, take the kids out for the next two days, for I have space clobbering to do!

  • Massively's hands-on with WildStar's housing system and new classes

    by 
    Gavin Townsley
    Gavin Townsley
    12.12.2013

    Call me a pacifist, but housing and healing are two of my favorite aspects to any MMO. Maybe it stems from a deep rooted desire for safety and comfort, or perhaps I'm just a real-life Hittori Hanzo: no longer interested in making instruments of death. Either way, WildStar's latest reveals have me excited. In the course of the most recent press beta, I scored some hands-on time with both new classes and glimpsed the newest changes to housing at a press event last week. The two new classes, Medic and Engineer, add variety to the healing and tanking game, while housing improvements turn homemaking into more than just a hobby. The upcoming MMO from Carbine Studios and NCsoft is turning out to be one rich frontier, ripe with potential for anyone looking for a new MMO home.

  • Massively's hands-on with WildStar's character creation

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.12.2013

    Character creators are a big deal to me. If I didn't have to make my characters quickly enough at launch to avoid losing my precious names, I would probably spend the better part of a month before clicking "create" the first time. So you know that the first thing I did when I sat down to play WildStar's recent press beta was to play around with the character creator. All right, that's the first thing everyone does: You have to make a character, but I was playing that to win, people. Character creation in MMOs usually falls short of what's offered in games like The Sims and Saints Row IV. At the low end you have games like Final Fantasy XI (pick a race, pick a face, pick a hair color, am I seriously done now?), and at the high end you've got Champions Online or the dearly departed City of Heroes. WildStar does not hit the high end, but it does do some things pretty nicely, even if it also misses some opportunities.

  • First impressions of Heroes of the Obelisk

    by 
    Beau Hindman
    Beau Hindman
    12.10.2013

    Heroes of the Obelisk might look familiar, probably because its developers are the same folks who brought us Luna Online and Legend of Edda. I really enjoy its art style, one that puts us in control of Chibi-style, juvenile characters. The backgrounds are pretty, and there are some nice modern bells and whistles like distance blur and glow effects. As is normally the case with an Anime-based game that comes to us from the East, the game looks like a carbon copy of other titles, at least at first glance. The details make all of the difference, however, and there are a few things in this title that manage to just barely keep it out of "clone" territory. I do take issue with the fact that the developers refer to it as a hack-and-slash title, though. Heroes of the Obelisk is not what you think of when you think of action combat. Games like Vindictus, Neverwinter, and Dungeons and Dragons Online are action-based gaming. Heroes of the Obelisk is standard, class-based, hotbar-mashing combat.

  • Defiance's Arkbreaker lets players bring down the sky

    by 
    Beau Hindman
    Beau Hindman
    12.09.2013

    Defiance developer Trion Worlds promises quite a bit with the game's latest DLC, Arkbreaker, starting with the ability to literally call massive Arks down from the sky. That's right; with this new DLC you'll be able to spot small and large incoming Arkfalls on your map, get yourself to the location, and place one to four batteries that will then hack into one of the orbiting Arks, forcing one to fall to your location. You'll see it break through the sky and crash nearby for your entertainment. After it lands, you and as many people you can summon to your aid will fight through an initial wave of baddies, taking on average between seven and 10 minutes, until a hole is blown into the side of the Ark. Once that happens, you can jump in to fight for your life and for some really, really good loot. We sat down with Creative Lead Trick Dempsey and Social Media Manager Greg Laabs to talk about the new content.

  • Massively's exclusive sneak peek of RIFT 2.6: Dreamweaving, Fae Yule, and the state of the game

    by 
    Justin Olivetti
    Justin Olivetti
    12.06.2013

    While we're descending into the insanity and fun of the holiday season, Trion Worlds is looking ahead to 2014 and its road to RIFT's 3.0. We hopped on the phone with RIFT's team earlier today for a sneak peek (sneak listen?) of the game's 2.6 content update and how it will tie into the expansion later next year. RIFT 2.6 -- there is no official title as of yet -- is a ways out still. Trion is targeting early February for its release, primarily because so many employees are taking time off for the holidays to be with friends and family. That said, 2.6 should arrive on the public test server in January, and the devs promise that it will be well worth the wait. So what's coming with 2.6? Dreams, crafts, and conclusions, my friends! Let's dig into it.

  • Prime World launch impressions

    by 
    Andrew Ross
    Andrew Ross
    12.06.2013

    So here I am again in Prime World. It's probably my first real "Facebook game" other than that thrones game, but this one has more substance than its more social counterparts. This is a game I've gotten to play with Russians and other westerners during beta, and I've seen the game grow quite a bit in that time, even through casual play. It's the only MOBA I've had motivation to play lately. It's not the best on the market -- it suffers from a lack of features that I consider key for any online game, let alone a MOBA -- but it still appeals to me a bit more as an MMO fan than as a MOBA fan. While studio Nival calls the game a beta, the Steam page lists it as released, so if you haven't tried the game yet, bear in mind that's it a bit of both.

  • Massively's first impressions of Trion's Trove

    by 
    Shawn Schuster
    Shawn Schuster
    12.02.2013

    We're really driving home the "first" in "first impressions" with a look at the early-early alpha build of Trion Worlds' Trove. Trove is a voxel-based sandbox game that was first revealed two weeks ago. It's a game that focuses on exploration, building, and adventure, and hopes to do it with feeling. Since the game is still in early alpha, most of my impressions may change when it gets closer to launch, but we still wanted to show off the game in its current state to give you a taste of what's to come.

  • Diving into Guild Wars 2's Fractals of the Mists changes with ArenaNet

    by 
    Anatoli Ingram
    Anatoli Ingram
    11.26.2013

    Last November, the Lost Shores content patch brought the Fractals of the Mists, a set of bite-sized dungeon scenarios that increase in difficulty as more are completed, to Guild Wars 2. As the anniversary of FotM rolls around, ArenaNet is adding brand spanking new Fractals to the rotational lineup as well as making changes to bring the content further in line with the developers' vision for the future of the game. We were invited to attend a conference call with Game Director Colin Johanson and content designer Anthony Ordon, where they gave us some insight into the design behind the new Fractals, the updated reward structure, and where FotM will head from here.

  • The Mog Log: Everything but the endgame in Final Fantasy XIV's 2.1

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.16.2013

    I can't promise to anyone that this column will not mostly be about housing. I'd like to, but I just can't make that promise. Yes, it's time to analyze Final Fantasy XIV's upcoming patch 2.1 with an eye toward something other than the various direct endgame changes. Truth be told, I think all of these features will still have a pretty big impact on the endgame landscape, but they're not going to have the direct impact of new dungeons or the like. They're going to add money, they're going to offer story, and they're going to offer a place to congregate. Worth noting is that the Lightning event currently running in Final Fantasy XIV is running until December 9th. Does that mean that patch 2.1 is dropping then? I can't say that for sure, but it would make a certain amount of logical sense. So let's turn our eyes to the patch and start speculating.

  • Trion officially reveals Trove: Endless adventures through endless worlds

    by 
    Justin Olivetti
    Justin Olivetti
    11.15.2013

    Even with its recent "regroup and reorganize" strategy, there's no doubt that Trion Worlds is an ambitious company that enjoys having its fingers in many pies. But what about that yummy voxel Minecraft pie? So tempting... so trendy... so full of antioxidants. Well, Trion's baking one of those up too, and it's called Trove. So what is Trove, exactly? It's something radically different for Trion, though it's plainly drawing upon lessons learned from the studio's other titles. Trove is a multiplayer universe of worlds where creation, destruction, and adventure go hand-in-hand. It's a sandbox, an RPG, a toolset, a public space, a private space, a free-to-play experience, and according to CEO Scott Hartsman, a passion. We spoke with Hartsman to get a handle on what Trove will bring to MMOs and how it's looking to differentiate itself from the rest of the pack. So take one last look at the cute bug above and prepare yourself for an endless adventure through endless worlds.

  • Hands-on with SWTOR's Galactic Starfighter

    by 
    Gavin Townsley
    Gavin Townsley
    11.14.2013

    The objective is just on the horizon. We're a ragtag group of journalists -- no, starfighter pilots -- and we're hellbent on taking a key objective from the enemy. The problem isn't the defending turrets; it's the five red squares that have just popped on our HUDs: Sith fighters. In a few moments, we'll lose each other in a storm of blaster fire and exploding ships. The ship to my right engages the turbo on his engines, rocketing forward. One by one, we all follow into the fray. This is Galactic Starfighter, the new expansion coming to Bioware's Star Wars: The Old Republic. The new ships, their customization options, and the chaotic, free-flight-PvP space combat make it one of the largest feature upgrades since the game's launch. It won't put you in the Death Star's trenches, but it will get you close. Join me in the cockpit as I tell you about my experience in rail-less throes of space mayhem.

  • Hands-on with Darkfall's Japanese open beta

    by 
    Andrew Ross
    Andrew Ross
    11.12.2013

    I'm not very good at aiming. I prefer third person to first person view. Nintendo consoles and games are my drug of choice when I'm not on a PC. I hate duels and arenas. I tend to spend my time gathering resources or crafting and want to kill only mobs or players if I must. On the Bartle test of gamer psychology, I'm 60% Explorer/Socializer and 40% Achiever/Killer. And I loved Darkfall Online. Aside from Aventurine's little, ah, "delays," Darkfall was always a lot of fun for me, even though the guild I joined was established years before I met its members. However, when I moved to Japan, I was region-locked out of the game and unable to check out the revamped Dark Fall: Unholy Wars until recently when the Asian open beta began. I've done my best to keep up to date on the game, but reading information and playing the game are two different things. This was not so much a welcome home for me as it was a returning to my hometown after a few years to find that the buildings and local language have changed. That may sound negative to some people, and it could be, but for me, it was an adventure, which has always been something DF offers me that other games struggle to match.

  • Hands-on with EQ Next Landmark: Building my castle of dreams

    by 
    MJ Guthrie
    MJ Guthrie
    11.11.2013

    If they can build it, they will come. When presented with the opportunity to get my hands on EverQuest Next Landmark and build something for myself, I leaped at the chance. Who hasn't been sitting back, eagerly awaiting the moment he could dive into the wilds of Landmark and let his creativity run rampant? As one half of the Some Assembly Required team, I knew it would be no great sacrifice to try out this upcoming beacon of player-generated-content. And man, was it worth it! I met with EverQuest Franchise Director Dave Georgeson to talk shop and check out Landmark's tools in my own personal hands-on pre-alpha experience. Instead of just gazing longingly at a screen while watching a demonstration, I got to test drive all the various building tools as I obsessively constructed my own amethyst castle. The only real problem I ran into was that my time ended all too soon, and now I must wait until February for the alpha to play again. So is it better to have built and lost than never to have built at all? I may have to get back to you on that when -- and if -- my withdrawals subside. Until then, here's the scoop on my experience along with a new video and some juicy tidbits of new info straight from Georgeson himself.

  • Diving back into Marvel Heroes

    by 
    Beau Hindman
    Beau Hindman
    11.09.2013

    When I first heard that Marvel Heroes, by Gazillion Entertainment, was not going to allow players to make unique, customizable heroes to fight alongside classic Marvel characters, I felt the same as many of our readers did. I was shocked, hurt, and then angry. What on Earth would inspire a developer to skip not only one of the most important aspects of an MMO -- character customization -- but skip it in an IP that is begging for character customization? Instead of checking the game out, I walked away and played other titles. But I've given it a chance over the last few weeks and had a discussion with Jeff Donais from Gazillion, and now I realize that the developers were never attempting to make an open-world sandbox with infinitely customizable characters. Instead they have made a linear story-based romp with tons of loot, plenty of explosions, and more classic Marvel characters than you can shake an adamantium claw at. Getting over preconceptions and imagining a dungeon-crawler that is set in the Marvel universe will bring you closer to understanding Marvel Heroes.

  • DDO Update 20: The past lives of robots and vampires

    by 
    Justin Olivetti
    Justin Olivetti
    11.06.2013

    With two Forgotten Realms-themed expansions under its belt, Dungeons and Dragons Online might look like a game that's focused on this popular setting while sweeping its "other" world of Eberron under the rug. However, Update 20 shows that Turbine has love for both worlds and the playerbase spread across them. DDO's Update 20 has three important features on the docket: an Eberron dungeon, a Forgotten Realms dungeon, and changes to the reincarnation system and enhancement tree. This looks to be a good update for the thrifty subset, as all of its content is coming to the community free of charge. This update's coming next Tuesday, November 12th, so forge ahead and prepare yourself for the adventures to come.

  • Players show off Lord of the Rings Online's epic battles in Helm's Deep beta

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.05.2013

    The central feature of Lord of the Rings Online's upcoming expansion is battles of a truly astounding size. Battles large enough to truly earn the name of epic. With the drop of the NDA, players have taken it upon themselves to produce an equally epic assembly of footage for these epic battles. Narrators Andang, Ethelros, and Pineleaf have created five videos walking through all of the enormous battles, from smaller scale to the biggest possible encounters. As the videos show, success in these battles is not simply a matter of killing all of your enemies, focusing instead upon tactical management of the supporting NPCs while keeping an eye toward how many enemy forces are incoming. It also requires some amount of the calculation you'd expect, allowing some forces to fall so that your main force remains healthy. But you don't need to take our word for it -- click on past the break and start watching. [Thanks to everyone who sent this in!]

  • Thirty thousand Orcs and you: A LotRO epic battle story

    by 
    Justin Olivetti
    Justin Olivetti
    10.31.2013

    The rain beats hard down on steel helms as a flash of lightning illuminates the horrible truth: a carpet of monsters stretching to the horizon, advancing on the last refuge of an entire country. A catapult rolls up and fires a flaming shot over the battlements and into the troops behind you. People die. More people take their place. As you watch, a formation of 600 Orcs breaks away from the host for the first charge against the wall. Your wall. The wall you've sworn to protect at all costs. The wall that may well be your grave in the next 30 minutes. This isn't just flowery language but actual in-game events we witnessed when Turbine took us in for our first look at the epic battles coming to Lord of the Rings Online: Helm's Deep. There's been plenty of talk on the studio's part as to the scale and scope of the system, but it's something else entirely to see it in action. Turbine's been working on the epic battle system for well over a year now, drawing inspiration from World War II documentaries as well as the 10-page description of the battle in Tolkien's novel. The team reworked the game's technology from the ground-up to allow for thousands of characters to fill the screen and up to 50 NPCs to be in combat at any one time. And even though the outcome of the battle is locked into place by lore, the conceit is that you will be judged based on your performance. Join us and 30,000 Orcs as we go over the many, many details of epic battles. But be quick about it -- we've only a few moments before the fight is rejoined.