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  • Demo impressions of Star Trek Online from Eurogamer Expo 2009

    by 
    James Egan
    James Egan
    11.02.2009

    We recently mentioned that Star Trek Online fans would get a chance to play through a demo of the game at Eurogamer Expo last week. One of the first reports we've read about the Star Trek Online demo comes from Oli Welsh at Eurogamer who was uniquely positioned to check out the game (it was their Expo after all.) Welsh begins by writing, "Trekkies can put one fear to rest right now: Star Trek Online feels just like Star Trek." Although this might assuage a bit of the apprehension some gamers have about trying yet another Star Trek game, Welsh is up front about the fact that the demo he played through was a contained single player experience. It's too soon to say what gameplay will feel like when hundreds of other players are thrown into the mix. He writes about the demo's transitions between locations via warp jumps, keyboard navigation of star ships (standard WASD, with additional throttle control), and the pacing of ship combat. Welsh also walks the reader from the bridge of a Federation vessel down to the surface of a planet where Klingon opponents await. Fans of the game should read Eurogamer's hands on with Star Trek Online and may also be interested in the video footage of STO gameplay from Limited Edition, shot at this year's Eurogamer Expo (starting at 02:40. They've also captured gameplay of Global Agenda as well.) We've got a video embed of that for you after the jump.

  • Aion gets reviewed: Let the drama begin?

    by 
    Brooke Pilley
    Brooke Pilley
    09.25.2009

    If there's anything that gets MMO fanboys and trolls engaged in a cacophony of epic proportions, it's an official review followed by a score. Oh, and +1 drama if it comes from Eurogamer after that whole Darkfall / Ed Zitron hullabaloo. Oli Welsh of Eurogamer recently reviewed Aion based on his open beta experiences, giving it a 7/10 or 'Good' score. It's not as controversial as a 2/10 or "it has no soul," that's for sure!Oli basically sums up his Aion experience with a string of key-presses: "2, 2, 3, 3, 5, 2, 3, 4, 5." We guess he didn't figure out how to make a one-button macro to simplify things even more! Actually, many players are saying this same criticism can be applied to almost all MMOs.In terms of pros, he found the world beautiful and polished but in terms of cons it was quite grindy and the focus on PvPvE might not appeal to everyone. It seems we're experiencing a bit of an MMO conundrum since World of Warcraft gained such international popularity: Make an MMO too similar and you're dismissed as derivative; Make it too different and you're not mainstream enough to be accepted. One wonders when the paradigm will shift and MMOs will be judged by their own merits; or at least compared to a new benchmark.

  • Infiltrating SOE to get a sneak peek of The Agency

    by 
    Brooke Pilley
    Brooke Pilley
    05.25.2009

    Eurogamer's Oli Welsh had a chance to visit SOE headquarters and chat with Hal Milton, Lead Designer of The Agency. We think it's fair to say this is the most we've heard about the spy-MMO in a long time and it has us excited about what we might find out at E3 2009.We have known for a while that SOE was aiming to release The Agency on both the PC and PS3, but we weren't sure if they could pull it off. Apparently, development for the console is going well because Oli got a chance to watch two developers play a mission together on both platforms and says it looked pretty good. When asked about whether or not the game would use the subscription or F2P/RMT model, Hal responded by saying that they are aiming for the lowest barrier of entry for PS3 players, which probably lends itself to the latter.The interview uncovers many details on planned methods of progression, including a mashup of reputation, influence, skill/item usage (à la Darkfall?), operatives, and XP unlocks. Operatives are one of the more difficult concepts to understand and the author explains them in an interesting way: "...operatives are loot, and hopelessly irresistible loot at at that. Pursuing and sorting an ideal roster will be akin to assembling a perfect gear set in an RPG - if your gear argued with itself, made more gear for you while you were offline, and you could equip 100 pieces at once at max level."To learn more about the game including their plans for missions, the environment, PvP, and even gambling mini-games, check out the monster three-page interview.

  • Five upcoming MMOs with indie-cred

    by 
    Brooke Pilley
    Brooke Pilley
    04.29.2009

    Eurogamer's Oli Welsh attended the Game Developer's Conference last month and took a look at five MMOs being produced by independent studios. Earthrise, Fallen Earth, Gatheryn, Global Agenda, and Love are all being developed without the support of a huge publisher. Given all the big budget competition, do they stand a chance?According to Oli, Earthrise has many interesting features but with beta set for May and release set for late 2009, he's a little concerned with the framerate issues and lack of polish. Much like its post-apocalyptic brother, Fallen Earth shines on many levels and is also due in 2009, but it is lacking in execution with animation, combat, and AI issues. As for Gatheryn, Oli is a bit confused as to why this game is even being made at all because it lacks depth and has no clear direction (here's what we thought).On the other hand, Mr. Welsh has high praise for both Global Agenda and Love. The former appears to be an interesting blend of adrenaline-pumping MMOFPS action with more polish than an antique car show. The latter is the brainchild of a one-man army, giving it the most indie-cred out of all the titles. For a more in-depth explanation of his opinions, follow Oli as he takes a journey through the MMO's wild frontier.

  • Varying perspectives on EVE Online's new player experience

    by 
    James Egan
    James Egan
    03.17.2009

    The sci-fi massively multiplayer online game EVE Online has long been known for its harsh setting but also for its (almost) equally unforgiving learning curve. That is, until the Apocrypha expansion launched, bringing EVE's New Player Experience (NPE) with it. CCP Games aims to slowly ease new players into what is a rather complex game, giving them a feel for what they can already do and what they want to do in New Eden over time. So how well does the New Player Experience for EVE Online tackle the difficulties of learning how to play one of the most complex MMOs on the market? Writing for Eurogamer, both Jim Rossignol and Oli Welsh write about the New Player Experience. Rossignol, from the viewpoint of a veteran player, and Welsh from the fresh perspective of a rookie. The end result is an overview of how EVE has changed, including a revamped tutorial and Neural Remapping (attribute respecs), as well as Epic Mission Arcs that allow players to make choices in how EVE's mission storylines progress.

  • EVE Online's Senior Producer on expansion plans

    by 
    James Egan
    James Egan
    11.21.2008

    Some new directions for EVE Online were announced at Fanfest 2008 earlier this month. Torfi Frans Olafsson is the Senior Producer for EVE Online, who presented many of these new features. Eurogamer's Oli Welsh recently spoke with Torfi Frans about the Fanfest announcements and how they'll impact the game as it moves forward. The interview focuses heavily on the Walking in Stations expansion, which -- despite no small amount of negative sentiment from some of the playerbase -- has the potential to expand the limits of gameplay in New Eden. "The expansion is about growing EVE Online as the general-purpose science fiction simulator out there... the whole idea is just to deepen the experience," Torfi Frans tells Welsh.

  • CCP reveals Tech 3 coming in EVE's March expansion

    by 
    James Egan
    James Egan
    11.08.2008

    CCP Games revealed some details on the as-yet unnamed EVE Online expansion, slated for release in March of 2009. "The unnamed expansion will introduce 'Tech 3' modular ship designs, branching epic mission arcs, further improvements to the new player experience, and exploration of uncharted space through unstable wormholes," writes Oli Welsh, reporting from EVE Fanfest 2008 for Eurogamer.Welsh also reports that the exploration system of EVE Online will be revamped dramatically, now allowing for 'true exploration' where EVE's pilots will use "new skills and modules to travel through wormholes into all-new, unconnected space. There they will find unique stellar phenomena and the resources and artifacts that will lead to the third level of technology in the game universe, Tech 3 -- the first such update since Tech 2 was introduced back in 2004," Welsh adds.

  • EVE Fanfest presentation discusses graphics enhancements

    by 
    James Egan
    James Egan
    11.06.2008

    EVE Online's Fanfest 2008 is now underway, and reports are already coming through on what's happening in Reykjavik. CCP Games held a press conference that discussed EVE's technical side, namely its server technology, but also touched upon EVE's impending graphic enhancements in 2009. EVE Online's Premium 'Trinity' graphics engine was a significant leap forward in the game. While some players felt that the graphics as they were prior to Trinity were still ahead of the curve in terms of what's expected of an MMO, the look of the game changed dramatically with Trinity. However, the Trinity deployment wasn't a complete revamp of EVE's look. Ships and stations benefited from Premium graphics, but other celestial objects did not, jump gates notwithstanding."EVE is in a state where, if you run the Premium graphics edition, half of it is done, you could say," said Chief Technologist Halldor Fannar of CCP Games, at Reykjavik's Fanfest 2008, as reported by Oli Welsh of Eurogamer. Future graphics updates will bring celestial objects in line with what's currently seen in Trinity, and may well arrive with the forthcoming Walking in Stations expansion which is slated to launch after the Quantum Rise expansion, just around the corner.

  • Blizzard interview focuses on Wrath and the changing player experience

    by 
    James Egan
    James Egan
    08.24.2008

    As the Wrath of the Lich King expansion gets closer to release, World of Warcraft players have a number of questions about how the game experience is going to change for them as the title moves forward. Co-lead designer Tom Chilton and producer J. Allen Brack spoke with Oli Welsh from Eurogamer at the Games Convention in Leipzig, about where the Blizzard title is now, and where it's heading. The interview touched on how Blizzard will handle instances in the Death Knight starting zone in Wrath of the Lich King, with Brack stating that instances won't actually be used. Rather, a player's environment will shift between different world states dependent upon quest progression. Other highlights of their talk include the design aspects of the hero class, faster leveling, and whether new players can really have the same experience that drew so many gamers to World of Warcraft years ago. Be sure to check out the Eurogamer interview for the full story on Wrath of the Lich King, particularly the Achievement system and how Blizzard feels about its growing competition. One of Azeroth's millions of citizens? Check out our ongoing coverage of the World of Warcraft, and be sure to touch base with our sister site WoW Insider for all your Lich King needs!