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  • Earthrise interview sheds light on title's sandbox gameplay

    by 
    James Egan
    James Egan
    03.09.2009

    Fans of 'sandbox' massively multiplayer online titles where gamers can largely play how they choose to might be interested in Earthrise, a post-apocalyptic MMO in development at Masthead Studios. Although there's no solid estimate on the game's release date, Masthead Studios is getting the word out about Earthrise in preparation for beta testing. The most recent interview they've done can be found over at GameSNAFU. Michael G. Koshgarian from GameSNAFU interviewed Masthead Studios CEO Atanas Atanasov, who dished out some info on the storyline quests for the warring Continoma and Noir factions. Of particular interest is the fact that players will be able to shift their allegiances and defect to a rival faction, but at the risk of being branded a traitor.

  • Latest Earthrise newsletter updates on game's progress

    by 
    James Egan
    James Egan
    03.04.2009

    Sofia-based Masthead Studios has released the March `09 newsletter for their upcoming post-apocalyptic MMO Earthrise. As with their previous newsletters, Issue IX points out where Earthrise has been discussed in the gaming press over the past few weeks, and shows off some of the game's concept art. This month, Masthead Studios is showing off concepts for the mutated Nathura zone.In addition, the developers write about what they love about Earthrise and working on the title -- ranging from the game's epic scale to the extensive combat system. Issue IX also expands upon the game's lore, with the struggle between the factions of Noir and Continoma, a clash between utopian idealism and anarchy. Have a look through the latest Earthrise newsletter and see how their vision of a post-apocalyptic future is turning out.

  • Earthrise lead designer on player-driven economy and crafting unique items

    by 
    James Egan
    James Egan
    02.04.2009

    MMO fans of all things post-apocalyptic are probably eagerly awaiting more info on the in-development game Earthrise. Will it be a breath of fresh air into an industry overwhelmingly dominated by fantasy titles? It's still far too soon to say, but the Earthrise developers, Masthead Studios, have been doing a good job of communicating what their vision for the game is, both in terms of building up a community (pre-beta no less) and actively talking about the title with the gaming press. The latest bits of info about Earthrise come to us through a Stratics interview with Lead Game Designer Apostol Apostolov. He starts off by succinctly explaining the lore behind the game, but his talk with Stratics also touches upon what he sees as the advantages of using a skill-based advancement system, which tips its hat to Ultima Online. Apostolov also discusses Earthrise's economy, with hints about rewards tied to the offline profession(s) a player chooses. On the subject of the players, Earthrise will have a completely player-run market which could be a boon to crafters.

  • A look at hiring mercenaries in EVE Online

    by 
    James Egan
    James Egan
    12.15.2008

    The galactic setting of EVE Online is always buzzing with conflict, somewhere. The game is very PvP-centric, although not all players have an interest in the violent side of EVE. That's all fine and good, even those who concentrate on industry (EVE's take on the crafting system) have a powerful weapon at their disposal to fend off, or spark, hostilities from other players -- their in-game currrency. The power of the Inter Stellar Kredit (ISK) makes many things possible in EVE, and there are a number of mercenary corporations active in the game that are willing to kill or die for you, for the right price. While many players are aware that mercs can be contracted for industrial warfare, to force retractions of war declarations from aggressors, to secure territory, and complete a wide range of objectives for their clients, the protocols involved with making this happen are less transparent. That's where the Guide to Hiring Mercenaries comes in, written by Alekseyev Karrde, founder and CEO of the mercenary corp Noir.

  • Insecticide buzzing its way to Europe this August

    by 
    Chris Greenhough
    Chris Greenhough
    06.23.2008

    Because we didn't. Seriously: we had totally forgotten about Roachy Carruthers and Insecticide even existing. The noirish bug detective title launched in the U.S. over three months ago, and as bloggers' memories are famously only fractionally longer than those of goldfish, there was little chance of ... um. Dang it, happened again.Anyway, we deemed Insecticide to be a fairly inspired adventure romp that was held back by some tedious platforming sections, but if you're one of those Europe-based folks who enjoy great adventure games with horrible platform bits (a small group, for sure), then you'll be pleased to know that Insecticide is coming to your part of the world in August. Yes, it's five months late. But at least it's coming. Hurray.%Gallery-3405%[Via press release]

  • WRUP: She shouldn't have eaten the pizza rolls edition

    by 
    David Hinkle
    David Hinkle
    06.13.2008

    Seriously, she only brought it on herself. Sharing is caring.In all seriousness, we were looking forward to the release of Jake Hunter: Detective Chronicles this weekend for some crime-solving fun, but after checking out the reviews and discovering our localized version would only get half the game the Japanese currently enjoy, we're doubting if the man is as tall as he's said to be.With that said, we don't know how this weekend will unfold for us, from a game-playing perspective. So, what will we play? Wait, who cares! We're just some jerks who blog. Let's find out from more important people what they'll be enjoying this weekend.What will you be playing?

  • Metareview: Jake Hunter

    by 
    David Hinkle
    David Hinkle
    06.12.2008

    Well folks, it would seem that all of our excitement over Jake Hunter: Detective Chronicles might have been wasted. What little in the way of reviews for the game online say it's kind of, well ... below mediocre. They aren't too kind to the game, but we can't say we blame them. The North American release only has three cases, where the Japanese release has six! Game Informer (65/100) says "This is a brief and functional title, but it lacks the flair and intrigue to pull off the film noir aesthetic. It's also hard to get over the fact that Jake Hunter looks like he should be ordering Jägerbombs and hitting on your sister instead of solving cases." Nintendo Power (50/100) thinks "The game would have benefited from some compelling touch-screen use (for puzzles or combat, perhaps), but as is, it barely puts the 'interactive' in 'interactive novel.'" [June 2008, p.89] 1UP (D-) is of the mind that this game isn't even qualified to be in the bargain bin: "Each case is stupidly linear (to the point where you cannot leave an area until you perform the game-moving action), the script is riddled with typos (at one point, a character refers to a mobile phone as a "sell phone"), and the static character art exemplifies the cheapness of the entire package."

  • Questing around Earthrise

    by 
    Eli Shayotovich
    Eli Shayotovich
    03.14.2008

    This weeks question for the Earthrise devs asks: what types of quests will be available? Earthrise is geared towards player cooperation and PvP, but the devs aren't neglecting the casual gamers. They still want players to be able to solo through the multiplayer environment and advance their character (notice how thy didn't say "level up") without being forced to play with a group. As such, quests will be plentiful.Quests will follow a storyline based on the conflict between the Continoma and Noir. Many of these questions will have multiple solutions, allowing players to pick their side - or change it. Some quests will be repeatable (letting players change what they've done in the past), others will not. Players can follow the storyline for as long as they want, stop and pursue any of the numerous randomly generated quests, then come back to the main storyline.

  • 2008's Biggest Blips: Insecticide

    by 
    Alisha Karabinus
    Alisha Karabinus
    01.28.2008

    Developer: Crackpot EntertainmentPublisher: GamecockRelease date: February 12Thomas Trowel's jaw was long and bony, his head a jutting v around the more flexible v of his mouth. His mandibles curved around to make another, smaller, v. His yellow-green eyes were mostly vertical. The v motif was picked up again by thickish antenna rising outward from twin creases above a hooked nose, and his pale brown hair grew down -- from high flat temples -- to a point on his forehead. He looked rather pleasantly like a praying mantis -- because that's what he was.He said to Chrys Liszt, "Yes, sweetheart?"Detective Chrys Liszt sighed. She could handle stereotypical guys. After all, her partner Roachy Caruthers was as hard-boiled as they came, a veteran cop who'd had more holes shot through him over the years than an old piece of cheese. But guys like this Trowel character really got under her exoskeleton. They had no idea how to treat a woman who wasn't just some dame. "Look, can you just give us a quick rundown on this Tangerine Sparrow deal? For the files.""Well, darling," Trowel said, "it all started when I met Brigid O'Spiderssy, a real knockout. She came in with a story about her sister, and was all sweet innocence, but I've been around long enough to know trouble when I see it, and that dame was trouble. Next thing I know, this fellow who's supposed to have run off with her sister is dead, my partner is dead, and I've got the law--" he looked up, face twisted in a smile that held little joy, "calling me a suspect. Before I can make sense of all that, I've got this grub coming around talking about some tangerine sparrow and a young scorpion following me everywhere I went.""Sparrows," spat Roachy suddenly. "Nasty things. Had one swoop down on a cousin and bam!" He brought two thin, gnarled hands down on Trowel's desk. "Just like that.""This one was old. Treasure, I'm told. A gift from royalty, missing for years. Didn't seem to be anything but bad luck, if you ask me. Everyone I talked to about the sparrow is either dead or in jail, and not one of them managed to put a hand on it for more than a few days." Trowel looked down at the watch on his wrist. Chrys looked at Roachy, but he had his arms crossed and was studying the ceiling, clearly bored. "You turned it over to the department, right? The statuette.""Along with the dame.""Thanks, Trowel," Chrys said, getting to her feet. "If this connects to the Nectarola case, we'll be in touch.""Swell," Trowel said, reaching for his hat, the small v of his mouth curving. His eyes glittered. "Happy to help."Reprinted from Super Hardboiled Noir Detective Fiction Magazine, 1949%Gallery-3405% FFTA2 Back At world's end

  • Sleuth site and a detective demo

    by 
    Eric Caoili
    Eric Caoili
    06.11.2007

    It's doubtful that any publishers will ever pick up Detective Saburo Jinguji for North American localization, but with adventure titles making a comeback on the DS, maybe it's not that farfetched of a dream?Developer Arc System Works has posted a teaser site to drum up interest for the seasoned private eye's DS debut, detailing some of the its features and providing a Flash demo for visitors to try out. Though the trial consists mostly of Japanese dialogue and menus, it's a nice preview of the game's jazzy soundtrack and photographic presentation. Plus, if you investigate the crime scene enough, you might come across some familiar consoles!

  • Metareview: Hotel Dusk: Room 215

    by 
    Alisha Karabinus
    Alisha Karabinus
    01.24.2007

    While Phoenix Wright may never fail to rev our collective fanboy motors, when it comes to adventure games, Hotel Dusk: Room 215 has been garnering more and more excitement -- and even the reviewers who find fault with the title can't help but gush over the story. GameSpot -- 82%: "One of the really neat things about Hotel Dusk is how the plot plays out. It's not often that you can praise fiction in games these days, but Hotel Dusk is a clever, stylish, well-spun detective novel hiding inside a DS cart ... It helps that the solutions for puzzles aren't often troublesome. All the puzzles are designed specifically with the realities of this hotel in mind, so you won't find yourself with any obscenely weird objectives or "tie the cell phone to the cat" moments, nor are you likely to find yourself glued to a walk-through for the bulk of the game ... [t]hat Hotel Dusk mostly manages to avoid falling back on ridiculous item hunts and completely illogical puzzle solutions to progress is a godsend, simply because it lets the storytelling drive the game, and the gameplay rarely distracts you from the mystery."eToychest -- 90%: "Stylistically, Hotel Dusk marries pencil sketched characters and water colored backdrops with traditional polygonal environments in a manner that should be jarring, but instead feels both unique and altogether perfect. The characters themselves are distinct and very expressive, each displaying mannerisms reflecting their attitude regarding a particular line of questioning. Ask Louie about his past, and he'll clam up and try not to make eye contact, or sweet talk Iris to see her beam like a schoolgirl. Most every game has characters, Hotel Dusk has personalities."GamePro --75%: "Hotel Dusk probably won't appeal to every DS gamer, as it requires a degree of patience and thoughtfulness that only the aged (and insane) are capable of. But anyone looking for a cerebral and deliberate challenge should definitely check out this cool and unique title; just be patient with it, and don't let its minor faults discourage you from plumbing its depths."

  • Hotel Dusk in stills

    by 
    Alisha Karabinus
    Alisha Karabinus
    12.06.2006

    Famitsu featured a flood of screens from the mysterious Hotel Dusk: Room 215 yesterday, and all we can say is wow. If style was everything, this one would already be lining up for accolades. Let's just hope the unusual graphic adventure (set in 1979) is as good as it looks. We've seen a lot of these before, in video from the game, but it's nice to get to pore over some of the more interesting shots. Who knew a lone puzzle piece could look so sinister?