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  • A Mild-Mannered Reporter: All the news that's fit from PAX

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.08.2010

    The revelations at PAX East were pretty darn big for City of Heroes, but they had a big advantage over PAX Prime. At the time we sat down in Boston, Going Rogue was months away, and we knew almost nothing about what it would bring us. This time around, it's been out for a couple of weeks, and most of the fancy pieces of knowledge are pretty well established. It would be hard, if not impossible, for the development team to hit us with the same one-two punch. I wouldn't argue that the team quite managed that -- there's no comparison to revealing two new power sets, the endgame system, and video demonstrations of much-awaited sets -- but Paragon Studios sure did manage to drop quite a bomb on us. As I've done frequently in the past, we're going to take this point by point, with a full collection of neat pieces of news that leave me wondering just how much interesting stuff is yet to come from the development team.

  • iPod touch outselling PSP and DS in games, not systems

    by 
    Mike Schramm
    Mike Schramm
    09.01.2010

    During this morning's event, Steve Jobs tossed out the factoid that the iPod touch was trouncing traditional handheld gaming, claiming that the system had sold more than Nintendo and Sony's portables combined. If, like us, you thought that meant Apple had sold more devices than traditional game makers, then Steve was wrong -- he mentioned in the same event that Apple has shipped 120 million iOS devices, and while that's very impressive, it's not quite as big as the 125 million Nintendo DS systems the Japanese company had sold around the world as of January. That doesn't even count the 62 million PSP units Sony has sold worldwide. In terms of gaming devices sold, Apple has a long ways to go. But Steve can't have been that wrong -- he said that the iPod touch had sold more than Nintendo or Sony combined. He can't be off by over 60 million, right? It's more likely that he meant software sales. There have been about 718 million DS games sold in the system's history, and about 252 million games sold on the PSP. And there have been 6.5 billion downloads of iOS apps so far (with 1.5 billion of those being game and entertainment apps). When you compare the numbers that way, yes, Apple is far outselling Nintendo and Sony in terms of game sales. But of course, iOS apps tend to be much cheaper than Sony and Nintendo's software (if not free), and gamers could probably argue all day about the difference in average quality of the two platforms. Either way, Steve was stretching the truth a little bit on that stat. Apple has done a terrific job making inroads on portable gaming (some of it even without planning to do so), but the Cupertino company has a little way to go yet before it starts really competing with the established console manufacturers. Update: A few commenters suggest that Apple has sold more iPod touches than both other systems combined recently, as in the last quarter or so. But the other two devices are a few years older than the oldest iPod touch, so that doesn't seem like a great comparison either. Again, Apple has made really incredible strides into handheld gaming, but the company isn't quite overwhelming its competitors in this market yet.

  • First Impressions: City of Heroes Going Rogue

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.17.2010

    To hear the team talk about it, Going Rogue isn't simply an expansion for City of Heroes but a full-on reboot of the game in general. It's hard to see how, on some level; outside of the new powersets and a new starting area, not much is visibly being added with the expansion. But sitting down and playing through the starting area and the game's opening suddenly feels like an entirely different experience. It's not a new game -- but it feels like a leap forward from where the game had been just a few days before. I didn't get nearly as much time with the Going Rogue beta as I would have liked, and I'll be the first to admit that I'm biased when it comes to City of Heroes. But even with those standards set, I was impressed right away with how the game has been revamped from the start -- and what these revamps mean for the game as a whole and moving forward. Click on past the cut for the first impressions of the latest expansion, which launches today. (Coincidental, yes?) %Gallery-99455%

  • The Mog Log: Layers upon layers of questions

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.31.2010

    There's a lot coming down the pipeline for fans of both Final Fantasy XIV and Final Fantasy XI. And there are a lot of questions to be asked, even though not all of them quite mirror those of your beloved author. (Those questions are generally shouted at the sky, insinuating it can hear me and that it needs to give me a beta key.) But while I'm not busy staring at a harsh, uncaring sky, I can certainly offer you a fair number of answers. hatri1181 asks: "I scored really low on the benchmark, but my system beats the living hell out of the min specs. Does that make any sense to anyone else?" Yes. The benchmark isn't totally accurate, as many people were screaming as soon as it was released, and it features several odd points. Points such as being sponsored by one of two major GPU manufacturers, and highlighting the most congested areas of gameplay with no options to turn settings down, only up -- the sort of things that have resulted in people being fully capable of running the benchmark and having scores telling them they could not.

  • Monato Esprit switches to a traditional free-to-play model

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.06.2010

    Although we're not yet finished with 2010, it seems to have developed a pattern of games going free-to-play. Add Monato Espirit to that list, as the game has recently moved from its own rather unique model for payments to a more traditional setup. Conversions of the sort usually come with mixed excitement and trepidation from the community, but it looks as if the response has been fairly uniform in its positivity, as the game's prior model was at once more open and more restrictive. Under the old model, the game used purchasable MetaTix as its main currency -- it eschewed NPC vendors and gold drops in favor of tradable MetaTix to fuel the economy. The changed experience offers a far more traditional setup with in-game money and an in-game cash shop to facilitate microtransactions. While new business models are always interesting, it would appear this one wasn't tremendously beloved by Monato Espirit's players, meaning that the game's shift has been welcomed with open arms. [Thanks to Alex for the tip! ]

  • A translated look at Final Fantasy XIV's Guildleve system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.14.2010

    With the coming of a little show known as E3 -- you may have heard of it -- fans of several upcoming titles are hoping for new information. Final Fantasy XIV players are no exception, but as has slowly been the case ever since the testing began, little bits of information are becoming more readily available to players. FFXIVCore has recently translated a piece from 4Gamer, taking an in-depth look at one of the central features of the game, the Guildleve. The main source of quests in the game, the system promises to be somewhere between Final Fantasy XI's Fields of Valor and the timed battlefields. Once a Guildleve is accepted by a character, they're directed to an Aetheryte crystal to begin the quest. Touching the crystal fully restores HP and MP, as well as starting a time limit and making the targets of your quest visible. A given battle can be tuned based on party size, desired difficulty, and party level, giving players a variety of options for playstyle. The full translation has more screenshots and specifics on the core of Final Fantasy XIV's questing system, and fans are encouraged to take a look in anticipation of this week's news from E3.

  • Translated interviews offer more insight into Final Fantasy XIV's world and playstyle

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.01.2010

    We're just coming off of a holiday weekend here in the US, and Japan had their own recent stretch of holidays, so news on Final Fantasy XIV has been a little bit slower of late. But a recent group of interviews in the June 11th issue of Dengeki have been translated thanks to the team over at FFXIVCore, and they cover topics from materials of armor to the game's not-always-praised battle system. The first part of the interview talks testing and systems with Hiromichi Tanaka and Nobuai Komoto, while the second part discusses visuals and worldbuilding with planner Kenichi Iwao. Tanaka and Komoto confirm that the next phase of testing is set to begin soon, as well as dropping the news that the next test will likely feature an almost totally redesigned battle system. It's even hinted that players were never meant to experience the current system, that it was there almost as a placeholder. By contrast, Iwao discusses the lore and visual aspects of the game, talking about how items will be made from different materials, and how players who want to play a male Mito'qe shouldn't give up hope just yet. All Final Fantasy XIV fans are encouraged to read both interviews, since there's a lot of information available in both -- just the thing for the post-holiday doldrums.

  • The Mog Log: A million little topics

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.15.2010

    I promise you, this column is not an almost wholly fictional account of events that happened while my character was addicted to mithkabobs. (I just like working references in, if you haven't noticed.) No, this week is something a bit different for the column, since we're going to eschew our usual rambling manifesto style about Final Fantasy XI and Final Fantasy XIV. Instead, we're going to be taking it piece by piece in the smaller scope. See, there are topics that are worth talking about here that fit into an entire column (usually between 1000-1500 words). Then there are topics that aren't worth talking about in quite that much depth, but still worth bringing up in brief. And not all of them fall under the aegis of forum talks or question-and-answer sessions, either. So today, we're going to be hitting a few smaller points in rapid succession. You don't have to read it, but then you'll miss the fascinating deconstruction of nihilism in the middle. Also there's a button you can click on for free money. Your call.

  • A Mild-Mannered Reporter: Six (years) in the city

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.28.2010

    It's strange to think that City of Heroes is older than my car. But that's only the tip of the iceberg, as the game is six years old as of today and still running strong. Oh, sure, there are some signs of aging here and there, some parts that don't fit quite as well as they did back when it launched... but the game holds up pretty darn well. And that's astonishing, considering that it launched a full year before the game that generally gets the credit for starting new paradigms of MMO design. Of course, you can go further back and point out that a lot of the "innovations" that The Game Which Shall Not Be Named included were present beforehand, and you'd be correct. But after the EverQuest era of game design, City of Heroes stood as a vanguard of a new design philosophy. It was a game with unparalleled customization at the time, a game that put forth the idea that you could be just as cool at Level 1 as you could at max level. So how have things changed? How far have we come in the years? There's almost too much to cover to go over everything... but we can hit the big points.

  • Camon Hero reveals card production and dismantling with new action shots

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.14.2010

    It's almost cliche to say that a game has a unique art style these days, but Camon Hero is something of a special case. A card-based game with a setting and art style inspired by that odd pedigree, it may be the only place you can see things like a knight in armor fighting musketeers, angels, and flying gingerbread men. But there's more to the game than just the breadth of setting -- the game has just disclosed some details of the system whereby a character can break down unwanted cards or create new ones, thereby expanding their capabilities. Almost everything can be dismantled, from equipment to random items to cards. Dismantling produces both Arc Stones, used for summoning monsters and upgrading equipment, and possible bonus items. In addition, players can find recipes for new cards on the field, which can be assembled in town from various items. Since cards define a character's capabilities, dismantling and re-assembling are likely to be integral elements to gameplay. Check out the gallery below for several new shots of Camon Hero in action, and keep your eyes open for more news as the game moves through closed beta. %Gallery-90435%

  • Yelp updates with check-ins, Foursquare not happy

    by 
    Mike Schramm
    Mike Schramm
    01.19.2010

    Location-based social networking on the iPhone is a tough game to play, apparently -- the popular Yelp app [iTunes link] has recently updated to version 4.0, and along with a friend finder, hooks to Facebook and Twitter, and an updated version of their augmented reality Monocle feature, they've added the ability to "check-in" from locations around whatever city you live in. When you visit a great pizzeria, for example, you can send a ping out that says you've been there along with what you think of it. This replicates the functionality of another app, Foursquare [iTunes link], which is steadily building up its own social network prowess (you may have seen the "mayor of" tweets lately -- that's Foursquare doing its thing, either on iPhone or through a desktop interface). In this case, the imitation isn't appreciated -- Foursquare co-founder Dennis Crowley tore apart Yelp's new feature in a recent tumblr post, both comparing the two extremely similar "check-in" systems to each other and claiming that Yelp "copied the wrong stuff," and that Foursquare is already working on improvements to their own system. Which is the good news for us consumers, as competition tends to breed some great innovation. Personally, I haven't been too interested in an app that helps me broadcast my location everywhere just yet, but there's no question that these are popular apps and their popularity is growing. We'll have to see what new features Foursquare has planned and how Yelp eventually responds.

  • Listen to the WoW Insider Show today at 3:30pm Eastern

    by 
    Mike Schramm
    Mike Schramm
    11.28.2009

    Our podcast (which is nominated for a Podcast Award, by the way -- this is the last time we'll ask you to vote for us over there, since voting ends on November 30th) is headed back to the virtual airwaves as usual, and this week we're bringing two new voices into the mix. We'll welcome not only C. Christian Moore, informally known as Colby, to the show (he's the new author of our PvP Blood Sport column), but also Kelly Aarons, informally known as Cadistra, both of WoW Eh and our brand new comic here on WoW.com. Should be a lot of fun -- they'll chat with Turpster and I about the biggest stories of the past week, including Pilgrim's Bounty and some superfast cooking leveling, the game's 5th anniversary and what things were like back when it all began, and this GDKP system everyone's using, as well as other player-created looting systems. Sounds like a full show (and that doesn't even include answering your emails and our other silliness). It all kicks off at 3:30pm Eastern/8:30pm GMT this afternoon over on our Ustream page (or on your iPhone or iPod touch, or just after the break if you want to do it that way) and if you are listening live, don't forget to show up a little early for the pre-show, and stay a little later for the aftershow. Hope to see you this afternoon!

  • The Daily Grind: What features would you like to see combined?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.22.2009

    Some things don't go well together. Like peanut butter and soap, or open PvP in a neutral quest hub, or melee attacks for a spellcaster. On the other hand, there are some things that seem as if they'd go together so perfectly that it's a wonder it hasn't already been put into place. Final Fantasy XI's multiple jobs paired with the unique nature of Warhammer Online's classes, for instance. Or the skill-based approach of Guild Wars in a classless game such as Fallen Earth. Or Sword of the New World's multi-character system combined with, well, more or less anything. When you've played enough games, you start seeing how systems could be stapled together to produce something very different in the end, and possibly even something better than either system individually. What systems would you like to see combined? Would you want them to be in a current game, a new game, or in a sadly-deceased game that would have been uncommonly excellent with the two things put together? Or would you not even look at systems, and just like to port the engine of one game (such as the gameplay of City of Heroes) into a totally different setting?

  • How Blizzard used the dungeon system to change Oculus

    by 
    Mike Schramm
    Mike Schramm
    11.14.2009

    Zarhym has shared a little more insight into Blizzard's latest thinking about the dungeon group system going into the game and how they're using it to monitor 5-man action. When a player suggests that they buff Oculus' loot rather than tweak the mechanics of the dungeon, Zarhym replies that that's not the way it's done -- they provide more rewards for higher challenges, not just to direct players around. But he does say that Blizzard noticed Oculus was being singled out as a dungeon that players on the PTR didn't want to run, and that's why they went in and took a look at how it all worked. That's very interesting, and it tells that (at least on the PTR if not on the actual live realms) Blizzard can more easily get information from the new dungeon system about which instances players are running. That could have all kinds of ramifications -- if they see a lot of Scarlet Monastery runs coming through, or see that no one at all is visiting Maraudon, we may see even more updates coming to those kind of places. And they can use that feedback for future dungeons as well. It'll be interesting to see what kinds of patterns for instance running arise on the live realms -- obviously there's a lot of interest in the "random" dungeon function (that rewards you for running random instances), but that's still weighted towards what instances you've already done. We may see more changes coming to current dungeons depending on what kinds of information Blizzard gets after the patch 3.3 release. Patch 3.3 is the last major patch of Wrath of the Lich King. With the new Icecrown Citadel 5-man dungeons and 10/25-man raid arriving soon, patch 3.3 will deal the final blow to Arthas. WoW.com's Guide to Patch 3.3 will keep you updated with all the latest patch news.

  • Breakfast Topic: Getting guildies to the website

    by 
    Mike Schramm
    Mike Schramm
    11.07.2009

    This is certainly an issue (if not a full-blown problem) in my guild, so I wouldn't be surprised if most guilds have a rough time getting guild members to use some of the outside resources they've put together. Nowadays, there are so many ways to make a guild website and so many different things you can do with one that most every guild has at least one place online to call its own. And those places are usually frequented by one or two people in the guild (usually the person running the site and/or maybe the GM and an officer or two), but in my experience, it's kind of tough to get people to use those resources, just because of lack of interest or know-how or habit. What's the point of having a database of members, a message board, and a blog and picture gallery when no one uses it? Enter Ankie of WoW Ladies, with an intriguing idea to support the guild's website.

  • A look behind the systems of Champions Online

    by 
    Kyle Horner
    Kyle Horner
    11.05.2009

    If you're good with numbers or would like to obtain some understanding of Champions Online's various systems, then this new systems dev blog is right up your alley. There's plenty of math happening here, so when you start to feel confused don't worry so much -- you're not alone. Actually, the basics of what systems designer Brian Urbanek discusses aren't too convoluted. At least, the part where he explains the percentages of what influences a character's power isn't too bad. As it turns out, equipment makes up for 42.5% of your overall power, while talents take up 15%, "base" is 2.5% and super stats fill the rest at 40%. What that essentially means, is that your leveling choices in super stats and talents (which effect stats as well) make up a large part of where your character excels. This is all shortly followed by equipment, but creates a slightly bigger focus on how you design your superhero. Soon Brian will be discussing combat, which is sure to be a hot topic within the Champions Online community. Until then, we're going to re-read this first entry in the hope that someday we can grok it.

  • Windows 7 plugs WoW

    by 
    Mike Schramm
    Mike Schramm
    09.10.2009

    This is one of the stranger World of Warcraft mentions out there -- WorldofWar.net spotted a posting on overclock.net that shows a Microsoft presentation to Best Buy employees mentioning our favorite game. Apparently WoW is a selling point for Windows 7, specifically when comparing the OS to Linux. If Best Buy wants to sell operating systems that play "the games your customers want (e.g. World of Warcraft)," then Windows is supposed to be the way to go.Interesting. Then again, World of Warcraft is a big game, so you can't blame Microsoft for jumping on its popularity while trying to sell OSes. But it's a little misleading -- of course Blizzard has supported Apple's OS X on the disc from day one, and while they don't officially support running the game on Linux, it's certainly possible to do. If you really are going to buy a new OS, playing WoW might not be the best criteria to base your purchase choice on.

  • Coke runs out of DS, Wii rewards in four days

    by 
    Kyle Orland
    Kyle Orland
    04.25.2007

    Coke drinkers love them some Nintendo, it seems. The newest phase of the My Coke Rewards customer loyalty program, which began on April 16, was sold out of all available Nintendo merchandise by April 20, according to the deal-watchers on slickdeals.net.Yes, that means that at least a few people managed to redeem the 3250 reward points needed for a Nintendo DS and the 6250 points for a Wii in less than four days. For those keeping score at home, that translates to 1084 bottles of Coke for the DS or 2084 bottles for the Wii. In four days. Are these people buying drinks for Army battalions or something?Slower drinkers needn't worry, though -- the DS and Wii reappeared on the rewards site yesterday afternoon, meaning that more people can pursue obesity and tooth decay as they pursue their Nintendo system of choice. God bless America.

  • Japanese hardware sales, 20 November - 26 November: Choose-your-own-edition edition

    by 
    Jason Wishnov
    Jason Wishnov
    12.01.2006

    We feel as though we've done you a great disservice. We've been forcing the sales numbers on you in the format we see fit, giving you no say in the matter. Is this not the era of user-generated content and massively open-ended game worlds? Our horrible linear approach to the matter is, quite frankly, embarrassing.How to rectify our horrendous errors? Why, with a classic choose-your-own-edition post! Follow the links you so choose, giving way to an ending entirely your own (except not really). Such innovation is unheard of in the Japanese hardware sales circles, and we're proud to be the first to deliver! Enjoy! (Or, if you'd like to cheat your way to the end, just check after the break.)The Case of the Missing Hardware Sales ChartYou, a wide-eyed yet street-smart rookie on the force, have travelled to Japan in search of a mysterious killer. He's been sabotaging children's grades and decreasing productivity all across your homeland, and your chief has decided that it's gone too far. Armed with your Baretta 9 mm and a standard taser, you step foot into the legendary Akihabara district in Tokyo, Japan.Asking around (in your rather broken, stilted Japanese), you learn that a shady figure has been seen on the corner of Sephiroth and Deku. As you approach the intersection, a shady figure with a loose trenchcoat notices your presence. He turns and tries to discreetly retreat, but as you begin to pursue, he breaks out into a dead sprint! You see a car nearby with its keys still in. What do you do?If you decide to try to track down the villain by foot, click here.If you decide to try and track down the villain in the car, click here.

  • Free Mac OS history PDF

    by 
    Dan Lurie
    Dan Lurie
    07.27.2006

    Amit Singh (the same guy who hacked the 'book motion sensor), author of the newly released "Mac OS X Internals: A Systems Approach," has made an expanded version of first chapter of the epic 1700 page tome available online as a free PDF download. Entitled "A Technical History of Apple's Operating Systems," the piece covers the entire gamut of operating systems that Apple has ever shown the least bit of interest in since its birth 30 years ago. Weighing in at 140 pages and 3MB, the chapter delves pretty deeply into the technical aspects of Operating Systems, and might be a bit dense for some less tech savvy readers. I haven't yet read much more than the first few pages yet (other than skimming), but I can tell this will be an interesting and invaluable read that will give me a better grasp on OS X by showing me where it has been.Via MacUser