open world

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  • The Firing Line: The pleasures and pitfalls of PlanetSide 2

    by 
    Jef Reahard
    Jef Reahard
    01.06.2012

    My time in PlanetSide was a blur. It's also a ways back in the rear view mirror, and I've played so many MMOs in the interim that I can't even remember exactly when it was. The game originally shipped in May of 2003, and I was entrenched in Star Wars Galaxies from its June 2003 launch going forward. That would put my six week (de)tour with the Terran Republic somewhere circa 2004, maybe? I forget. The point I'm getting around to, though, is that regardless of hazy dates, PlanetSide stands out as one of those seminal MMO experiences that showcased the possibility inherent in this particular genre. The upcoming reboot, then, should be pretty spectacular and deserving of some fanboi adulation, right? Well, yes and no.

  • Daily iPad App: Grand Theft Auto 3

    by 
    Mike Schramm
    Mike Schramm
    12.20.2011

    I'm not quite willing to call Grand Theft Auto 3 old school -- I spent so much time on the original top-down versions of the series that those are still more retro to me than the fully 3D graphics and living, open-world city that GTA3 made famous on the consoles (a tradition that continues right up into Saints Row: The Third, which I recently played on my Xbox, and next year's Grand Theft Auto 5). But it's been ten years since we first saw the streets of Liberty City from the ground up, and Rockstar Games has now brought this classic to iOS as a universal version. And especially on my iPad 2, I'm willing to call it the best console port I've ever seen. The graphics look and run terrific, and the virtual controls, while still a little creaky, actually work really great despite all of the various things you can do. Newcomers to this one used to modern console games will probably notice all of the polygons, but as a reproduction of the original game, it really does look and play very well. And though it's only been ten years, it's really awesome to drive around the streets of Liberty City once again, and listen in to Lazlo's Chatterbox and all of the other great radio stations, checking out all of the open world city conventions (from grabbing any car to escaping the cops) that originated right here. If you've never played this game, you might find it a little aged. The missions are a little unclear compared to today's more simplistic fare, and there's no line to follow on your minimap: All you get is a little dot to go after. But for those of us who really enjoyed the heck out of this one all those years ago, this is great to see, and it's clear that Rockstar has brought it over to this platform with great care. This is an excellent version of this great game, and playing it on my iPad 2 took my right back to those days in my parent's basement when my friends and I would just drive around trying to get four stars and try to escape the cops. One note of warning: The game says it's built for all current iOS devices, including the iPad 1, but a lot of the iTunes reviews say it doesn't run great on those older machines. If you have an iPad 2 or an iPhone 4S, however, it should run quite well. I had one audio glitch while playing, but it definitely wasn't gamebreaking. Grand Theft Auto 3's anniversary iOS edition is available for $4.99 right now.

  • Saints Row: The Third site adds interactive stats and leaderboards

    by 
    Mike Schramm
    Mike Schramm
    12.01.2011

    SaintsRow.com has added a whole slew of new metagame features for chaos simulator Saints Row: The Third, available now by logging in to the website. In addition to standard stats like playtime and the number and type of kills, you can also check out leaderboards on various categories to see how you rate either among your friends or around the world. There's also an interactive map of the city, which will routinely add in player achievements, screenshots, and even custom hints from other players in the game, all displayed right on the spot where it happened. All of the updates are free to use, but of course you've got to create a THQ account and sign in to it with the game itself. And Volition is promising even more features in the future -- trust us, no purple dildos will hit a single head in Steelport without you knowing about it by the time they're done.

  • Firefall dev update talks beta progress, testing schedules

    by 
    Jef Reahard
    Jef Reahard
    11.09.2011

    Wondering how Firefall is progressing as we inch closer to the end of the year? Wonder no more, as a new Red 5 dev blog sheds a bit of light on what's happening with everyone's favorite cel-shaded MMO shooter. The dev team is currently focused on Firefall's open world experience, and said functionality is currently at the center of "a huge push for us this month," Red 5 says. The dev blog also makes mention of the relatively limited access to beta, and says that players shouldn't worry if they haven't received invites yet. "It is definitely not a demo of the game. There are many times where testing is nothing but repeatedly banging your head against a wall while we watch the log files," Red 5 explains. The devs also plan to roll out more beta invites as infrastructure allows, with the process stretching "all the way into next year."

  • LucasArts job listing hints at in-development 'open-world RPG'

    by 
    Mike Schramm
    Mike Schramm
    08.22.2011

    Lucasfilm's recruiting website says the studio is hiring a developer for "an open-world RPG." The mid-level gameplay designer position will work on code and engines for an upcoming (and presumably unannounced) role-playing game set to take place in an open-world environment. Other than that, the listing is unfortunately vague, asking only for a talented and experienced individual to work with artists and designers to put code together. There's no mention of online or multiplayer features at all, and no hint of what platforms (other than PC) the game might be built for or run on. It does seem like LucasArts is working on putting together some kind of RPG, possibly based on one of its current properties, in an open-world setting. That's intriguing news on its own.

  • The Soapbox: Sandparks

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.28.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. The war between sandbox and themepark MMOs is being fought now, not just in the hearts and minds of players but in the simple matter of which project is getting funding for development. It's a war in which adherents to one design philosophy loudly decry the other, where both sides sling insults at one another and mourn how the other side has damaged the promise of MMOs or has no idea how to make a compelling gameplay experience. It's a battle of words and of subscription fees. It's also really, really stupid. Setting up the MMO sphere as a battle between two opposing design philosophies probably feels like a great chance to explore a two-faction system in real life, but it's also shortchanging not just MMOs but games on both sides of the nonexistent fence. It sells a number of games short, and it adds nothing useful to the genre as a whole. It's time to stop seeing the onling gaming sphere as a match of opposing forces and start seeing it as a varied and frequently awe-inspiring spectrum.

  • Prototype 2 preview: To Heller and back

    by 
    Mike Schramm
    Mike Schramm
    06.05.2011

    We're just going to throw this out there, harsh as it may be: Does Prototype, 2009's open world New York-based superhero fantasy title, really need a sequel? Sure, there was some fun to be had in Alex Mercer's shoes, pulling off some over-the-top (and often just overwhelming) proto-moves, navigating a New York under alien and military siege. But by the end of the first game, we'd taken out tank after tank after tank, gutted Supreme Hunter after Supreme Hunter, and learned everything we needed to know about Blackwatch and the Blacklight virus, didn't we? There was a lot of game in Prototype -- repeated, some might say, more than even its fans wanted. Ken Rossman, the studio head at Radical Entertainment, obviously believes we do. He and his studio are hard at work on Prototype 2, and when we spoke with him at a pre-E3 event a little while ago, he made his case as to why we want to return to this world. The main problem with Prototype, he told us, was that "it had two volumes: 1 and 11. And really there was nothing in that middle range, so either you were in disguise and the world ignored you, sometimes, or all of a sudden you kicked the hornet's nest and the world's on fire. So that was something that we acknowledged and we were like, 'That's something that we need to figure out in a better way.'"%Gallery-125365%

  • Massively Exclusive: Joel Bylos talks The Secret World's endgame (and a bunch of other stuff)

    by 
    Jef Reahard
    Jef Reahard
    06.03.2011

    Funcom is ramping up the publicity for The Secret World this week, and Massively's getting in on the action via an exclusive interview with lead content designer Joel Bylos. Earlier we told you how TSW's devs are hard at work putting a supernatural (and conspiratorial) twist on some of the world's most well-known cities, and we recently sat down with Bylos to talk about everything from using Google Maps to navigate Funcom's version of New York, to the nature of the term "open world," to the use of random game objects by the player. Bylos also has some interesting things to say about The Secret World's sandbox elements and its endgame, and you'll find all that and more after the cut.

  • The Daily Grind: Is free-for-all PvP a dealbreaker?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.03.2011

    Games like EVE Online, Darkfall, and Mortal Online sell themselves on the premise of being wild and lawless. Like in the Wild West of ages past, anyone can kill you at any time. Of course, also like in the Wild West, this reputation bears only some resemblance to reality, as you're relatively unlikely to be consistently ganked and robbed by someone for no reason. But the fact that it's possible makes a lot of players decide that it's just not worth the hassle. The threat of losing everything to malicious player actions is more powerful than the real rarity of the event. Obviously, some players embrace the possibility as part of the charm of an open-world game. But it's possible to have a game with broad player options without the constant threat of cruelty, and there's a reason a lot of Ultima Online players happily opted out of being hunted by other players. Is open PvP the sort of thing that makes you write off a game no matter what other features it might have? 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!

  • Sony Santa Monica hiring devs with open world and shooter experience

    by 
    Mike Schramm
    Mike Schramm
    04.28.2011

    God of War developer Sony Santa Monica has posted two new job listings, one for a Level Designer that specifically asks for experience with "'open world' games," and another for a Senior Combat Designer that mentions both first- and third-person shooters, as well as "experience working with, developing or designing vehicle combat." That's all in addition to the job listing posted at the studio last month, which had the team looking for a Senior Online Programmer with lots of experience developing social tools. So we're not sure just what they're working on over in Santa Monica -- we drove by there the other day to try and sneak a peek, but all we heard coming out of the doors was a few band saws and loud hammering. It could be anything!

  • ArenaNet talks Guild Wars 2 environment art

    by 
    Jef Reahard
    Jef Reahard
    04.27.2011

    There's a new Guild Wars 2 dev blog loose on the interwebs, and ArenaNet's Peter Fries has lots to say about the upcoming sequel's environment art. Fries paints a pretty picture of the game's locations, both literally and in the mind's eye of folks excited about ANet's decision to make Tyria more of an open world. "In the original Guild Wars, a map artist could cheat in places they knew a player could never reach, using unbacked facades or hollow props, but there are few parts of this game world that are inaccessible," Fries notes. The blog entry gives us a high-level overview of the creation of a game map from prototype to finished product, and Fries says that environment artists were involved very early in the process (usually just after a level designer finished up with an initial three-dimensional sketch). We're also let in on the fact that ANet typically uses two environment artists working in tandem on a particular map, the better to shoulder the significant workload inherent in filling the landscape with minutiae. Finally, we get a bit of a tease as to why location and location art matters, as Fries alludes to the history of Tyria and the continuity from the original game to the sequel. "Players who enjoyed the lore of Guild Wars will find plenty of relics from our game's history in the landscape of Guild Wars 2, sometimes tucked into surprising places," he says.

  • New ArcheAge Q&A translated on official site

    by 
    Jef Reahard
    Jef Reahard
    03.10.2011

    Here at Massively, we've been obsessing over ArcheAge for many months (see our exclusive interview with lead dev Jake Song from last fall). The upcoming sandbox title from XL Games almost sounds too good to be true for virtual world enthusiasts due to its focus on non-combat activities (cultivating, crafting, and sailing, to name a few) as well as its territorial control and PvP aspects. While ArcheAge news is scarce in America and Europe, the game is undergoing extensive beta testing in its native Korea, and a recent developer Q&A has popped up on the title's official website. Though brief, the blurb contains a couple of nifty insights, chief among them the existence of 10 skill trees as well as confirmation of the game's seamless open-world design. You can check out the source article (in Korean) or the translation for more details.

  • Atari starts Test Drive Unlimited 2's engines

    by 
    Jef Reahard
    Jef Reahard
    02.09.2011

    MMO racers are an interesting breed, seemingly rarer than a '68 GT40. Whether it's due to EA's relatively under-the-radar Need For Speed World or the gone-but-not-forgotten Motor City Online, car enthusiasts with a shared passion for MMOs have endured slim pickings in recent years. Happily, Atari and Eden Games are looking to change all that with this week's release of Test Drive Unlimited 2, an ambitious new racing title for the PC, Xbox 360, and PS3 platforms. TDU2 lives up to its MMO billing (and its "beyond racing" tagline) by delivering a non-linear experience that is as much about collecting and progression as it is about driving. Also in the mix are a variety of social options such as avatar, housing, and furniture customization as well as the requisite car tuning and parts tweaking minigames. TDU2 also aims to out-MMO many current MMOs by delivering large playfields and emphasizing shared social spaces (including gambling hubs, player-run clubs, and cooperative races). TDU2 can be played sans a sub fee after you purchase the digital download or retail box, and Atari plans to offer DLC in the form of car, clothing, and furniture packs to monetize the game over time. Check out our exclusive in-game gallery below and head to the game's official website for more info. %Gallery-116007%

  • Undead Labs reveals first release title, and it's not the zombie MMO [Updated]

    by 
    Brendan Drain
    Brendan Drain
    02.03.2011

    Back in November 2009, ArenaNet co-founder Jeff Strain left the company to create a new development studio named Undead Labs. His plans included the development of a zombie-survival console MMO, an idea that has had fans of zombie apocalypse games excited ever since. In August 2010, Undead Labs graced the news once again when four more of ArenaNet's developers left to join the new studio and work on the upcoming zombie MMO. It wasn't long until we began to see the first details released of the impending zombie apocalypse, with a huge section in EGM Magazine. Most notable was the revelation that the game would be a console-only open-world sandbox. Undead Labs unveiled its first officially planned release title today, and fans of the upcoming zombie MMO won't be disappointed. While the company's first release won't be the zombie MMO we all want so badly, the studio plans to first release a smaller-scale online zombie survival game on XBox Live Arcade. This game, code-named "Class 3" for now, will showcase the gameplay, setting and technology that will be used to develop the as-yet untitled zombie MMO. The team at Undead Labs plans to then use the game as a kind of training ground to help develop better gameplay experiences for the MMO that will follow. Although that means we'll have to wait a while to get our hands on that zombie-survival sandbox world we've all been dreaming of, the result should be a game that appeals more to players. Jeff Strain, founder of Undead Labs, released the following statement: "Our mission is to create original online games that truly feel at home on the console platform, and Xbox 360 is a fantastic platform for online console gaming. We plan to create an ambitious open world XBLA game and use its gameplay, setting, and technology as the foundation for a full online world game." [Update: Jeff Strain's also released a tongue-in-cheek "Rude Q&A" on Undead Labs' blog. It discusses the team's plans and goals for the new game as well as aims to stave off any misconceptions about both upcoming titles.]

  • Xsyon launching March 1st

    by 
    Jef Reahard
    Jef Reahard
    01.03.2011

    Though it's been some time since we've heard anything new from Notorious Games regarding its Xsyon MMORPG, there is some light at the end of the lengthy beta tunnel. Lead designer Jordi Grau Davis has sent word that the post-apocalyptic sandbox game is nearing release. March 1st has been confirmed as launch day, and the company is now taking pre-orders for a limited initial release called Xsyon: Prelude. The Prelude is set in an isolated basin somewhere in the American wilderness, where survivors of the apocalypse will carve out humanity's future in an open-ended sandbox that will evolve according to the actions of its community. Pre-order customers will receive immediate access to the game's final testing phases as well as two free months of game time and a limited edition in-game weapon.

  • Undead Labs answers fan questions

    by 
    Jef Reahard
    Jef Reahard
    12.07.2010

    Undead Labs has published a list of reader questions (and a few select answers) regarding its zombie-themed console MMORPG currently in development. New community manager Emily Diehl checks in on the official Undead Labs website to bring us a wrap-up from the queries submitted on the game's forums. The topics range from the title's shooting and aiming mechanics, to vehicle implementations, to its persistent qualities. Regarding this last bit, Undead Labs seems intent on putting to rest any notion that the game's console nature will result in anything less than a traditional open world experience. "This may seem like a no-brainer, but we're building an actual world. We want it to live, breathe, change and evolve over time, responding to the choices you make while immersed in it," the studio writes. Check all the questions and answers on the game's official site.

  • Lost Pages of Taborea: Sandbox or themepark

    by 
    Jeremy Stratton
    Jeremy Stratton
    11.15.2010

    Lately I've had some great conversations over on the Runes of Magic forum that have me thinking about what type of MMO Runewaker has created. Every MMO eventually gets stamped as either sandbox or themepark, depending on whether it has an open-ended environment or is filled with directed activities. RoM is packed with minigames, quests, dungeons, housing, pets and guild content. RoM's minigame, Malatina's Course of Terror, can be taken at any level and yields the same possible rewards to all players. Yet the devs are constantly adding quests, dungeons, and other high-level content, all of which requires a player to level in order to take part. What kind of MMO is RoM? Do these terms shape your opinions of what you want to see added in the game? And does any of this matter?

  • E3 launches into space Taikodom-style!

    by 
    Larry Everett
    Larry Everett
    06.17.2010

    There are not many games that truly give the player the feel of what it is like to fly a starship in space. In fact, even some of the MMOs that label themselves as sci-fi are often just fantasy games with a futuristic paint job. And if you're looking for, more specifically, a free-to-play sci fi MMO, you will find but one game, and that game is Taikodom, the Brazilian-born, space-action game. If this game seems familiar, it's because it was recently acquired by GamersFirst, who have really put production of this title into full gear. Massively was lucky enough to to get our hands on the current incarnation of this game -- pre-beta! -- at E3. Set some 300 years in the future, Taikodom tells us that Earth -- or at least, Earth as we know it -- has completely changed. We are no longer able to set foot on the soothing surface of our blue-green homeworld. Instead, groups of space stations called Nodes are now our homes. Corporations run these nodes, and each has its own distinct faction and personality. Humanity now explores the galaxy in starships, which simulate and repeat familiar sights and sounds back to us. Hyperspace between Nodes is traversed via giant disc-shaped stations called, predictably, jumpgates. Explore this vast and exciting galaxy with us after the break! %Gallery-95561%

  • New Crackdown 2 prequel short explains origins of the mutants

    by 
    Griffin McElroy
    Griffin McElroy
    06.01.2010

    Ever since we found out that the mean streets of Pacific City had been ravaged by even meaner mutants in Crackdown 2, we've been curious about from whence said mutants sprung. Our curiosity was satisfied by the second episode in the animated "Pacific City Archives" prequel series, which tells of the exploits of twisted ex-Agency medical researcher Catalina Thorne. Check out the episode after the jump to see Thorne's fall from grace and how she introduced the mutant virus into the helpless population of Pacific City. If that's not grounds for reaching archvillain status in Crackdown 2, we're not sure what is.

  • Dawntide open beta coming on May 31st

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.27.2010

    These days, "sandbox" so often gets read as "constant PvP" that the two can almost be used interchangeably. But Working As Intended's sandbox game Dawntide is focused on the creation of societies, cities, and an entire world based solely on player input, the sort of thing that's quite attractive to a number of players. The game has been in closed beta testing for quite some time, but if the premise intrigues you, there's good news on the horizon -- on May 31st, the game is going into fully open beta testing. As the game approaches the deadline (which is very close indeed at this point), the development team is rolling out several improvements to the game. Those include a revamped and improved UI, a number of skills being implemented, and a stretch of islands available for players to claim as their own and build up as they see fit. If truly open-world gameplay appeals to you, the upcoming holiday weekend might be best capped off with a look at Dawntide's beta. [Thanks to Bartillo for the tip!]