rpg-vault

Latest

  • Earthrise lore features clash between utopian idealism and anarchy

    by 
    James Egan
    James Egan
    09.01.2008

    Earthrise is a new title that we haven't seen much of thus far beyond screenshots and concept art. Still, it's one that's holding the interest of a small but growing community, waiting to see if the game will offer an experience that's a far cry from a fantasy MMO. In making the game a departure from the fantasy genre, the Earthrise creators at Masthead Studios have been fleshing out the game's lore and relaying it to potential fans through its own newsletters and some media exclusives, at IGN's RPG Vault in particular. IGN continues its series of Earthrise previews, focusing on the lore of the post-apocalyptic setting. That is to say the old world is dead, wiped out in World War III. Those who weren't part of the Continoma-selected elite are either ash or reduced to slavering mutants prowling Enterra in search of their next meal. The previous piece titled Continoma: The Beginning focused on the corporate entity that rose to power and came to rule what was left of the earth following the near-annihilation of human society. IGN now looks at what happened after the burn in "Continoma: The Rebirth." Check out their piece for the full story on the pioneers of Earthrise who work to rebuild society to utopian standards, and the anarchists who resist the order of this new establishment.

  • Blackstar environment art makes our sci-fi hearts melt

    by 
    Kyle Horner
    Kyle Horner
    06.19.2008

    Spacetime Studios has certainly been hard at work developing their tasty looking sci-fi MMO Blackstar. How do we know this? Well, RPG Vault recently got a look at three pieces of concept art for the game and they all look exquisite. It's just refreshing to see a sci-fi space MMO with such lovingly saturated color. It's a shame that our header images are only so big, otherwise we'd plaster these pieces of art all over the place like a young tween girl obsessed with Disney Channel personalities.Each of the three images are accompanied by some intriguing descriptions of the harrowing vistas seen. We highly recommend reading them if you're hankering for a digital bite of what will surely be even more amazing in rendered form. Obviously, we here at Massively fully support the design, development and proliferation of non-fantasy MMOs. While do we love our swords n' sorcercy -- as its known to be called by geeks of certain hailings -- there's a powerful cry of joy that spreads from the Massively HQ whenever a sci-fi MMO as promising as Blackstar continues unabated.

  • The five misconceptions about EVE Online

    by 
    Andrew Russo
    Andrew Russo
    05.11.2008

    EVE Online is not all about blasters, hokey religions, and mining some mean asteroids. Newbies are not blasted at every moment, their wrecks lining the EVE universe as a testament to the power of skill points. Heck, you do not have to focus on fighting. After all, there is more than one way to pop a pod! RPG Vault tackles such common misconceptions about EVE and attempts to shed some light on what really goes on in deep space.They hit the nail on the head in more ways than one. Take for example, the EVE skill system. It is a detailed skill system designed so the casual player can train and still earn a paycheck, feed the dog, and maintain forward progress. Does that forward progress call for camping gates, destroying players, and leading a massive alliance onto glory? No, not at all! A player selling the simplest of vessels, the frigate, can have a huge impact on the economy. Some folks even spend most of their time on alts, spying and infiltrating other corporations, without a focus on any profession other than espionage. There are plenty of things to do and RPG Vault makes sure gamers considering getting plugged into a capsule have their heads on straight.

  • Struggling MMO Horizons renamed "Istaria"

    by 
    Samuel Axon
    Samuel Axon
    04.15.2008

    Virtrium LLC, the new stewards of the MMO Horizons: Empire of Istaria, announced that Horizons will now be known by the name Istaria: Chronicles of the Gifted. Virtrium President Rick Simmons explained in a press release blurb and also in an interview with RPG Vault's Jonric that the name was changed because the game is about the world of Istaria and its people, and because it has lived at the domain istaria.com since the beginning. "You have no idea how stupid I've felt explaining that the game was called Horizons, but you had to go to www.istaria.com," he told RPG Vault.Horizons -- err, Istaria -- has had a rough time of it. After some truly savage corporate politics in the original development studio, the game launched incomplete, buggy, and honestly ... well, lame. It does, however, feature a great crafting system, and it lets you play as a dragon. Simmons was eager to point out both of those things in the RPG Vault interview. It looks like Virtrium is doing as much as a small team can to make the game attractive. Simmons explained: "our niche is very much the crafter, non-competitive gamer, and we're very happy being in it." He also said that the game has seen a lot of fine tuning in recent months, and that its due for a big content expansion called "the Blighted Labyrinth."

  • SAGA's undead faction coming with expansion

    by 
    Chris Chester
    Chris Chester
    04.15.2008

    Silverlode Interactive has announced that a new Undead faction will be shambling along with its first "Expansion Set" for SAGA, their relatively new MMORTS/CCG hybrid, when it comes out some time later this year. SAGA works much the same way that tradition collectible card games work, with new units and abilities coming with the purchase of boosters. It's not exactly clear at this point how this Expansion Set concept is going to work; whether players will have to invest a small amount in a new deck or whether Undead units will simply be part of the boosters, but we imagine we'll start hearing more details as the expansion moves further into development.What is clear is that the concept art for the new faction is pretty freakin' cool, by our estimation. It looks like they're trying to take their Undead in a direction we're not accustomed to seeing in MMOs. The Necromancer concept drawing gives off a tribal, maybe even Egyptian vibe, where the Reaper seems to be going for a sort of medieval zombie look. It's pretty neat stuff, we're looking forward to seeing more.

  • RPG Vault: Stargate Worlds Diary #4

    by 
    Eli Shayotovich
    Eli Shayotovich
    02.11.2008

    Chris Klug, Creative Director for Stargate Worlds, continues his chat about the power of choice in a new dev diary on RPG Vault. In it he deconstructs a mission from Earth & Beyond wherein the player must listen to his conscience -- and make an important choice.Chris says that to successfully deconstruct the mission it is imperative that we understand what emotion the writer wanted for his audience. At the heart of any well written story... be it anything, is this: a creator manipulating the audience to feel something. Sure, it happens all the times in books, movies and television shows... but how often does that happen in a video game? When was the last time you actually felt something - something with emotional complexity, not the adrenaline rush you get from fragging 17 people in a row - during a video game? For me it was playing Bioshock. More specifically, when was the last time you felt a true emotional response during an MMO?Morality and player's conscious have been a hot button topic of late. In his weekly column, Building a Better MMOusetrap, our own Dave Moss talks about morality in video games. In fact, he asks: can there really be moral choices in an online world? From a purely creative standpoint all of this "esoteric" thinking is fascinating. I'm glad to see that these philosophical questions are being asked because they will have to be answered if video games are to evolve to the next level, one that requires a true moralistic choice to be made. Check out Chris' fascinating article (which includes three brand new pieces of SGW concept art), peruse Dave's article then let us know what you think.

  • TR mission designer elucidates Fault Lever instance

    by 
    Chris Chester
    Chris Chester
    01.24.2008

    Ever wish you could pick the brain of the guy who developed your favorite instance? Whether you hate his work or you love it, sometimes the rationale that goes into a level on the developer side is just completely lost on players. In the case of Tabula Rasa's new end-game instance Fault Lever, this is not a concern players will have to ponder for long. RPG Vault has a guide to the as-yet-unreleased instance replete with commentary by David Fargo, the World Builder who brought the whole kit and caboodle together. (What a cool job title, by the way. What does your boyfriend do? Oh, he builds worlds.) After reading the thing over, it really seems like David had a good idea. He explains how the "story" of the instance is primarily in the details, and those are the things he likes to expound upon the most. In the case of Fault Lever, it's a Bane encampment under siege by the ground-dwelling Atta. The premise is that this base houses some of the Bane upper brass, in deeply hostile territory, only managing to keep the Atta at bay by blasting the ground with gigantic hammers. The player's role is to destroy the generators powering these hammers, and in so doing seal the fate of the Bane enemies within. While I like the idea of an instance where your primary goal is to turn two of your enemies against each other, I can't help but cringe at the thought of another underground instance. Is it really too much to have more instances where I can see the bloody sky? I already miss out on it in real life because I'm at work all day, do I really want to come home and go spelunking in my fantasy worlds too?

  • Morality plays a part in Stargate Worlds' quests

    by 
    Samuel Axon
    Samuel Axon
    12.17.2007

    Cheyenne Mountain's Chris Klug served another dev diary to RPG Vault. This is the third such diary, and it continues the work that the previous entry began -- an exposition on Stargate Worlds' quest and storytelling philosophies.Klug describes a mission he had worked on in Earth & Beyond, in which players were forced to make a critical moral choice. Apparently Stargate Worlds' missions will follow a similar formula. This sounds a bit like what you'd find in Mass Effect, but it's (apart from Earth & Beyond) not something we've seen much in MMOs. Tabula Rasa claims to involve some choices like that, but that's about it.Klug promises to go into more detail later, but for now, the diary doesn't have much. This is what we've come to expect from Cheyenne -- frequent, tiny drops of information.

  • SGW's Chris Klug explains his storytelling philosophy

    by 
    Samuel Axon
    Samuel Axon
    11.30.2007

    Chris Klug is Cheyenne Mountain Entertainment's Creative Director. He sets the vision for what kind of artistic and narrative experience players of Stargate Worlds will have. It's comforting for would-be SGW players, then, that Klug seems well educated in the basics of storytelling known to novelists and screenwriters.Klug describes his storytelling philosophy in an article at RPG Vault. He talks about driving the story and characterization forward with each moment of game-play, and evoking a wide variety of emotions. You'd find many of the techniques and concepts he describes in a screenwriting textbook at USC. The folks at Cheyenne have told us before that SGW will stand out for its approach to storytelling, but this is the first evidence we have that they are on the right track.Oh, and the article features two new SGW-related images.

  • Witness the power of this fully armed and operational SWG update

    by 
    Samuel Axon
    Samuel Axon
    11.02.2007

    Despite its rocky past, Star Wars Galaxies still has a solid base of players who crave new content. To meet the demand, SOE has been releasing major updates every couple of months. It's been a longer wait than usual since the last Chapter, which went live way back in May.Now Chapter 7 has finally hit the streets. Is it worth the delay? Read the release notes and come to your own conclusions. The quick of it is: new epic encounter instances, a new town where high-level players can congregate in preparation for said encounters, and over 90 "collections" for the patient, OCD gamer.Oh, and RPG Vault's Jonric interviewed LucasArts Associate Producer Tim Temmerman about the update yesterday; be sure and glance over that for some more insight. Of course, if you're a Star Wars Galaxies player you can just log in and play the thing yourself.