pax-prime-2014

Latest

  • PAX Prime 2014: I wonder as I Wander

    by 
    Justin Olivetti
    Justin Olivetti
    09.02.2014

    We've been keeping our eyes on Wander for a year now, and during PAX Prime I caught up with Lead Developer Loki Davison to see how this collaborative exploration title's been going. For someone who only now got a first look at this game, it was a jarring shift from the adrenaline-fueled rides in booths all around. Instead, Wander is something akin to an interactive nature screensaver. You slowly move through the beautiful tropical setting to poke around looking for secrets and more scraps of the overarching story. There is no death. There are no other creatures, except for fellow players. And your top speed is capped at something like two miles per hour. Davison said that this style of game is meant to be both relaxing and rewarding to the inquisitive mind. Discovery and sharing those findings with other players to figure out the larger secrets is the driving force here, but if you simply want to walk around as a giant tree with hands or flutter about as a butterfly, nobody is going to stop you.

  • PAX Prime 2014: Strife learns from the past

    by 
    Justin Olivetti
    Justin Olivetti
    09.01.2014

    S2 Games is a big believer in learning from the past. Whereas many other MOBA developers are creating their very first such title, S2 already has a MOBA -- Heroes of Newerth -- under its belt. Taking key lessons from that experience, the devs are creating what they call the next generation of MOBA: Strife. Strife was definitely in full force around PAX Prime this weekend. The team had not only a prime spot by the show doors (complete with a mechanical dragon that players could ride) but a spot at a local grill where prizes and cosplay repairs took place. My key question for the devs was, "What makes Strife any different from the dozens of other MOBAs on the market?" This question led into a discussion of how the team has been pulling the best elements from the genre while discarding what didn't work -- denying, for example, is not a part of Strife in the least, nor is the commonplace "last hit" mechanic. Instead, Strife seeks to be enjoyable both as a MOBA and as a single-player experience. The solo content was put in to flesh out the story of the world (MOBAs have story?) and give players a different kind of experience between matches. I was also interested in the pets that characters can acquire and wield for their special abilities. Strife went into open beta this past weekend, so give it a whirl and let us know what you think! Massively's on the ground in Seattle during the weekend of August 29th to September 1st, bringing you all the best news from PAX Prime 2014. Whether you're dying to know more about Warlords of Draenor, The Elder Scrolls Online, Landmark, or any MMO in between, you can bet we'll have it covered!

  • Last Week on Massively: PAX Prime 2014

    by 
    Alex Ziebart
    Alex Ziebart
    09.01.2014

    This post originally appeared on Massively from Editor-in-Chief Brianna Royce. At the end of every week, we round up the best and most popular news stories, exclusive features, and insightful columns published on Massively and then present them all in one convenient place. If you missed a big MMO story last week, you've come to the right post. This week, Massively's Justin Olivetti braved the halls of PAX Prime and wrote all the things. Here's what he's tackled so far! PAX Prime 2014: ArcheAge is a go for launch! PAX Prime 2014: The mystery behind WildStar's Nexus PAX Prime 2014: Landmark comes into its own PAX Prime 2014: ArcheAge is launching on September 16th PAX Prime 2014: RIFT's Nightmare Tide expansion launches October 8th PAX Prime 2014: Unpredictable water flows through RIFT: Nightmare Tide PAX Prime 2014: H1Z1's bears will end you PAX Prime 2014: Going on a deer hunt in H1Z1 PAX Prime 2014: Hands-on with Shroud of the Avatar PAX Prime 2014: The Repopulation's Josh Halls on beta, fishing, and houses PAX Prime 2014: Paying a premium for Pathfinder Online PAX Prime 2014: Warhammer 40k trains players to think like soldiers PAX Prime 2014: Defiance defies barriers to play PAX Prime 2014: Trove moves at the speed of lightrail PAX Prime 2014: Hands-on with Undead Labs' Moonrise PAX Prime 2014: State of Decay takes steps toward something larger PAX Prime 2014: PlanetSide 2 meets the PlayStation 4 PAX Prime 2014: Marvel Heroes is the industry's surprise success story Read on for a look at the rest of this week's top MMO stories.

  • (Not) Seen@PAX Prime: The many outfits of Assassin's Creed

    by 
    Mike Suszek
    Mike Suszek
    09.01.2014

    PAX Prime in Seattle was host to many displays that celebrate video game series. Ubisoft's booth included several mannequins donning the outfits of characters from its rich Assassin's Creed series. Honestly, we just couldn't find most of them.

  • A modern-day Asteroids could combine space and survival

    by 
    Xav de Matos
    Xav de Matos
    09.01.2014

    With Atari back from the brink of extinction once again, the publisher has shifted its focus from a game maker to a license holder that finds development partners to create modern-day interpretations of its library of classic franchises. In an interview during PAX Prime 2014, Atari CEO Fred Chesnais explored his ideas for a modern-day Asteroids experience, saying it could combine the franchise's classic gameplay with survival concepts found in popular titles like Day Z. "So for Asteroids, the initial game was – you remember the game – you get crushed by the asteroids. So what happens now? You land on the asteroid. And then what you have to do is you have to survive on the asteroid. So you can have an Asteroids game, which is basically a survival game in space," Chesnais tells Joystiq.

  • PAX Prime 2014: Hands-on with The Crew

    by 
    Justin Olivetti
    Justin Olivetti
    09.01.2014

    Ubisoft's The Crew was part of two different booths on the PAX Prime exhibit floor this year, giving ample opportunity to anyone who would like to take a test drive of this online racing game. Being the brave soul that I am and a driver of several years, I got into an elaborate car setup to see if I had the chops to handle such a machine. While we didn't get to see the larger world of the game, I did get to race alongside/against three other players in two mission modes. The first mission, which was prefaced with a short cutscene, had us chasing down a target car to ram into oblivion. The second was a standard street race supposedly set up to prove what an awesome driver I am to an NPC. In both of these, I failed spectacularly to accomplish the goal. I don't think it was necessarily my or the game's fault but the specific game steering wheel used for the demo. It was hyper-responsive and kept jerking around, causing my car to go into unrecoverable fishtails and spins. It was during one of these lovely spinouts that I learned just how indestructible the cars in this game are.

  • PAX Prime 2014: Hands-on with Warhammer 40,000: Eternal Crusade

    by 
    Justin Olivetti
    Justin Olivetti
    09.01.2014

    After getting the pitch from Warhammer 40,000: Eternal Crusade at PAX Prime, I was given the opportunity to sit down and experience a PvP bout first-hand. I'll share a little pet peeve of mine before we get into the meat of the hands-on, which is that I really don't like it when developers stand over your shoulders at demos barking instructions to you. I wasn't given much of an opportunity to do what I wanted to; instead, I was constantly responding to the dev's commands! In any case, for a pre-pre-alpha build, I'm somewhat impressed that Eternal Crusade was able to cobble together a very playable deathmatch with several classes and two vehicle types (Rhino and Predator). My first class was something of a lumbering tank, well-armed but a clunky jumper. I opted instead to get a jetpack as an assault trooper, willingly trading firepower for the awesome ability to do huge leaps and be able to clutch on to the side of a building and jump once more.

  • PAX Prime 2014: Hearthstone eyes an expansion

    by 
    Justin Olivetti
    Justin Olivetti
    09.01.2014

    The PAX Prime Blizzard booth was one of the larger and more populated venues on the show floor this year. A slow-moving line wrapped around it as players waited eagerly to try out Warlords of Draenor or to see Heroes of the Storm for the first time. Yet it was Hearthstone -- a free-to-play game available to anyone at anytime -- that was winning gamers over. I talked with Game Director Eric Dodds about how this small project at Blizzard blew up into a great success story. He said that when the team noticed that Twitch livestreams of Hearthstone were drawing in thousands and tens of thousands of viewers is when the studio knew that it had a hit on its hands.

  • Seen@PAX: Sunset Overdrive's white Xbox One in the wild

    by 
    S. Prell
    S. Prell
    09.01.2014

    Gather round lads, as Captain Ahab of the SS Joystiq tells ye the tale of the great white Xbox One called Moby Dick the Sunset Overdrive bundle. Aye, its existence 'twas once but a rumor, but the beast resurfaced shortly thereafter, proving its reality to all sailors of the games industry waters. At PAX Prime 2014, someone managed to cage the creature and display it as, we assume, a trophy. Yar me mateys, here be your glimpse at a white Xbox One as she appears in the real world. Enjoy and eat hearty!

  • You only get one chance to play Upsilon Circuit

    by 
    S. Prell
    S. Prell
    09.01.2014

    Upsilon Circuit is an upcoming PC game from Legend of Dungeon developers Robot Loves Kitty, but you might never get the chance to play it. In fact, only eight people will ever be playing the game simultaneously, and once one of those players dies, that's the end for them; in Upsilon Circuit, you only have one life. Ever. Think of it like Twitch Plays Pokemon meets Diablo 3, as televised by The Running Man, playing a game of 1 vs 100. Yeah.

  • PAX Prime 2014: Heroes of the Storm is friendly, zany fun

    by 
    Justin Olivetti
    Justin Olivetti
    09.01.2014

    Heroes of the Storm's beginnings are rooted in a mod that Blizzard made in 2010 to encourage StarCraft II players to get into the modding scene. Not only was this unnecessary (the StarCraft II comunity took to modding like fish to water) but the mod gradually became so well-liked internally that proper development began in 2012 to make it a full-fledged MOBA. At PAX Prime, I asked the team what was going to make Heroes of the Storm stand out from the rest of the MOBA pack -- or whether it was merely content to ride the Blizzard name to big sales. The response was that this game is shaping up to be one of the most friendly and welcoming MOBAs on the market. Gone are mechanics like denying and last hits and in are new concepts like shared team levels. The devs said that the root of the toxic atmosphere seen in many MOBAs is game design that focuses more in individual selfishness and potential ways to hurt your own team. There also won't be any chatting with the opposing team in HotS to cut down on potential sass-mouth.

  • PAX Prime 2014: Hands-on with Warlords of Draenor

    by 
    Justin Olivetti
    Justin Olivetti
    09.01.2014

    If you've played World of Warcraft once, have you played it for all time? I was wondering this as I slipped back into Azeroth for a look at the upcoming Warlords of Draenor expansion at PAX Prime. After all, it had been three years and two expansions since I've really played this MMO, but as I learned, even new shinies don't make this game feel any more or less like the good ol' WoW that I remember. The floor demo allowed us to create instant level 90 characters and jump into the second zone, Shadowmoon Valley. I selected a character at random and naturally ended up with a Shadow Priest, a class that I've never played. Figures. I spent a minute selecting a specialization, random talents, and outfitting my hotbar with enough of a skill rotation that I wouldn't be laughed out of the next Priest conclave. Then it was off to check out this brand-new zone.

  • Seen@PAX: Where baby Xenomorphs come from

    by 
    S. Prell
    S. Prell
    09.01.2014

    Okay, kids. Auntie Joystiq is going to tell you where baby Xenomorphs come from. You see, when a Lovecraftian horror from the stars and a human face love each other very much, they produce a hideous worm-larvae that erupts from the human's chest after devouring several of his or her important internal organs. If the monster is very lucky, it will become a Queen, which will eventually connect her hulking frame to an ovipositor. This gooey, slimy appendage will plop out eggs, which will begin the cycle anew by creating a new face-hugging creature. Sweet dreams!

  • Disney Infinity 2.0 channels Ninja Theory's combat expertise

    by 
    Thomas Schulenberg
    Thomas Schulenberg
    08.31.2014

    Disney Infinity 2.0 is all about merging different universes, a philosophy that apparently also applies to its development team. Polygon reports that during Giant Bomb's panel at PAX Prime, Infinity 2.0 Executive Producer John Vignocchi revealed that Ninja Theory was brought on in February due to the studio's talent with combat, most recently on display in DmC: Devil May Cry and Enslaved: Odyssey to the West. Vignocchi clarified that Ninja Theory developed Infinity 2.0's sand tornado-summoning Princess Jasmine, but also helped with Loki, the Green Goblin and Ronan the Accuser. Ninja Theory is of course still working on Hellblade, a new IP announced at Gamescom that the studio hopes will capitalize on its core strengths. Last year's DmC stands as Ninja Theory's most recent release (on consoles), which managed to ship one million copies to retailers. [Image: Disney]

  • PAX Prime 2014: Marvel Heroes is the industry's surprise success story

    by 
    Justin Olivetti
    Justin Olivetti
    08.31.2014

    Meeting with Marvel Heroes' David Brevik at PAX Prime confirmed what I have been observing over the past year or so: This game has quietly and steadily become one of the bigger success stories in the online gaming industry. Brevik told me that the Marvel Heroes playerbase continues to grow, boasting four times as many players as it had nine months ago. What did Brevik attribute to the game's meteoric rise? The promotions and sheer mountain of new content that the team's been adding certainly helped, but he said that it really came down to terrific community relations. Brevik streams the game four nights a week and talks to the community members as though they were part of his family.

  • VR puzzler Darknet teaches players technomancy

    by 
    S. Prell
    S. Prell
    08.31.2014

    E McNeill's Darknet was the winner in the open call category of the 2013 Oculus Indiecade VR Jam. It's a strategy-puzzle game designed for Oculus Rift where players explore a virtual reality computer network and use viruses, worms, exploits and other hacker tools to capture sensitive data from what may or may not be a shady megacorporation. It's practically the definition of cyberpunk, sharing much in common with one of the genre's defining novels, Neuromancer. However, McNeill told Joystiq at PAX Prime that he doesn't particularly like Neuromancer, nor many other cyberpunk tales. "I like the idea of cyberpunk," McNeill said, expressing his feeling that many of the genre's stories – especially those featuring hacking – tend to feel empty and without substance. McNeill proposed The Matrix as an example: "In The Matrix, [the character Cypher] says, 'All I see is blonde, brunette, redhead.' But the falling symbols don't mean anything. They're just backwards kana letters." McNeill said that Darknet is a game aimed at maintaining the sense of mystery that The Matrix's iconic green rain of characters creates, but simultaneously providing an experience where what the player sees and does "actually means something."

  • Spry Fox explores the joy of flight in Free-Range Dragons

    by 
    Danny Cowan
    Danny Cowan
    08.31.2014

    After challenging players with the uncompromising high-stakes roguelike Road Not Taken, Spry Fox is taking on more lighthearted fare with Free-Range Dragons, an action-oriented game in which players pilot flying dragons across fanciful 2D worlds. There's a hardcore streak underneath Free-Range Dragons' cheery surface, however. Citing inspiration from Capcom's Monster Hunter series, Free-Range Dragons features high-flying battles in which you'll hunt down dangerous creatures and drag them back to your home base to recruit them. Free-Range Dragons is flexible enough to support multiple playstyles, and it's up to the player to decide how far they want to push themselves during their quest.

  • PAX Prime 2014: Hands-on with Shroud of the Avatar

    by 
    Justin Olivetti
    Justin Olivetti
    08.31.2014

    When I got my first look at the live game of Shroud of the Avatar at PAX Prime this past weekend, one thought slammed me to the ground: This game is so much better-looking than the website's screenshots let on. My first steps into the spiritual successor to the Ultima franchise were taken in a player village at night. The incredibly dark surroundings were broken by the flickering flames of braziers in nearby huts and the swirl of fireflies. It was moody, stylish, and, if you'll pardon the word, magical. One of the devs told me that lots of work has been done lately to provide dynamic lighting that even goes so far as to allow your character's "eyes" to adjust to the dark and change the screen accordingly. After poking around a few half-finished homes, I ported into a PvP zone to experience the game's combat system. I learned that fighting in Shroud of the Avatar is neither simple nor similar to other MMOs. There's a rather intriguing deck system in which you earn points to spend on cards, then create a build from those. When you switch into combat mode, your hotbar is gradually dealt cards depending on their cooldowns. And if you don't use those skills within an allotted time? Why, they go away. It was confusing to grok, although the dev mentioned that it was something all players will need to spend actual time to learn and wield effectively. I'm unsure how this marks an improvement over most current combat systems, although it might appeal to those who miss Chronicles of Spellborn's system.

  • Super Meat Boy Forever trims fat, cooks up 'huge' challenge

    by 
    Mike Suszek
    Mike Suszek
    08.31.2014

    Super Meat Boy Forever is as much a game as it is a meat grinder. It's "impossible," but only in the sense that it's similar to The Impossible Game, Grip Games' 2011 auto-running platformer that placed an emphasis on blazing hard difficulty. Super Meat Boy Forever dumps a similar formula into Team Meat's universe, and it's optimized for touch-based controls. "The goal is, this is going to be a Meat Boy that you play everywhere," Team Meat's Tommy Refenes told Joystiq at PAX Prime. We took a moment to play both the tablet and PC versions of the game at the event, which both relied on two physical (or touch-based) buttons. While Meat Boy never stopped sprinting through the boldly-outlined demo level, he happily jumped, slid and fell to the Earth at a rapid pace on command. Leaping across broad gaps and jumping from wall to wall, our Meat Boy dodged spinning saw blades just like he did in the original, making the experience feel immediately at home with pared-down controls, particularly on a mobile device.

  • PAX Prime 2014: Defiance defies barriers to play

    by 
    Justin Olivetti
    Justin Olivetti
    08.31.2014

    If there's one message that Trion Worlds wants to get out about Defiance from PAX Prime this year, it's that the game is bursting with content and absolutely welcoming one and all to play. While we're still waiting for the conversion of the Xbox 360 version to free-to-play, PlayStation 3 and PC players can already jump into the game and experience the title for free. The team's been hard at work refining and fleshing out the game, so for people who might have only dabbled in it shortly after launch, it's almost a completely new world to explore. As season two of the TV show recently wrapped up, so will the current Aftermath storyline in the game. Both the show and the game dealt with the growing threat of cults, and the MMO will be packaging up the entire saga for players to revisit later in September. The devs also shared with me that they used the real-world setting of the Bay Area to unleash some pent-up hatred toward the San Francisco airport and its parking in one of the new areas. Good to know that MMOs can be both fun to play and therapeutic for its makers! Massively's on the ground in Seattle during the weekend of August 29th to September 1st, bringing you all the best news from PAX Prime 2014. Whether you're dying to know more about Warlords of Draenor, The Elder Scrolls Online, Landmark, or any MMO in between, you can bet we'll have it covered!