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  • Field Journal: A strong CoHmmunity

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    02.27.2014

    Last week a package arrived for me, sent by the incomparable Beau Hindman. He had been clearing out some of his old gaming paraphernalia, and when he happened on his old City of Heroes disks, something spurred him to offer them freely to anyone in the team who wanted them. I gratefully accepted. Ever since they arrived, they've dominated my thoughts, despite some highly dramatic events in the time since, weighty and uplifting alike. It's a game that just keeps inspiring acts of generosity and kindness. I started playing CoH on the very day it went free-to-play, but it struck a chord with me nearly instantly. I soon found it had an amazing community on top of everything the developers were responsible for, and that's when I fell in love. It went from "that old game probably no one plays anymore" to "the best MMO I have ever played" to "the cancellation that broke my heart" in all too short a time. Fortunately, the example set by the incredible community and its determination to carry the torch helped to mend my coronary fractures. As much as there is to learn from all aspects of MMOs, the single most important element will always be community. I can think of no finer example to look to than CoH.

  • Field Journal: Picking up the pieces of Fallen Earth

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    02.20.2014

    I was introduced to Fallen Earth way back in the mists of time, around when I first started reading Massively. It was one of the earliest Choose My Adventures, and I was so impressed that I made my own account and joined in on the fun part of the way through. My character even made a few cameos in the column later on. I have a lot of fond memories of the game, and a significant part of that is due to the crafting system. There are some really good ideas in there, even if the execution has always been a bit flawed. Despite those flaws, I wouldn't trade my early days with the game for anything. Well, other than a better version of the same game.

  • Field Journal: Tortage and the problem of starting areas

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    02.13.2014

    It's been quite a while since I've played Age of Conan. Rather than try to figure out where I had left off and what I should be doing with my existing character (and possibly ending up with nothing much to write about), I decided to start anew. The starting experience in and around the sub-tropical pirate city of Tortage is rather distinct. Since I'm already familiar with it, I knew I could find enough in it for an entry in this journal. So I leaped into the fray on my Stygian Herald of Xotli to refresh my memory while slicing, dicing, and frying pirates. I had a fair bit of fun doing so, but from the start, I had one nagging complaint distracting me: This isn't very representative of the game after Tortage. It's true that few starting areas in MMOs are, but AoC makes for an interesting case in how sharp that division is.

  • Field Journal: Across the DC Universe

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    02.06.2014

    Funny story: DC Universe Online was the first superhero MMO I played to any meaningful extent. I briefly dabbled with Champions Online when it went free-to-play, but it didn't grab me enough to make me continue past the introductory area. A couple of months later I gave the still-fresh-from-launch DCUO a try. The game gripped me for the next four months, and though I would eventually find City of Heroes to be the crown jewel of capes-and-tights massively multiplayer games, DCUO is still one of my favorite MMOs. Why is that? There are several factors: the feel of combat, abundant collections that satiate my compulsions to find all the things, a costume system that lets me change any part on the fly, the inclusion of an achievement system that actually means something, and a vigorous update schedule including quite a lot of new power sets over time. Even little things contribute a lot, like how much of a badass I feel running at super speed up the side of a building and flinging myself from the apex for several blocks to land running up the side of another huge skyscraper. The biggest reason for me, though, has to be how well-realized the setting is in the game -- how Sony Online Entertainment has capitalized on the license to present a snapshot of the DC Universe at its best.

  • Field Journal: Making peace with Vanguard

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    01.30.2014

    Vanguard: Saga of Heroes is a weird game. It seems almost purposefully to have been designed to turn away players before they can get a chance to see any of the good in it. Although I've tried it before, I've only recently been able to find some of that good, much to my even more recent dismay. One of those good things I've found is the Diplomacy system. There's nothing revolutionary about it, but it is a solid and interesting minigame that stands apart from anything most MMOs offer. It's more than just a minigame, though; it's integrated with other systems to create a distinct and worthwhile approach to playing the game apart from adventuring. What makes a simple, card-based tug-of-war all that? I'll try to explain.

  • Field Journal: Neverwinter gonna let you down

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    01.23.2014

    My original plan to talk about some of the better quests in Neverwinter's Foundry has been replaced with the burning need to rant about some of the common pitfalls in the less stellar entries. I'm not going to mention anything by name because I'm not here to shame anyone. I just need to explore some of the stupid design decisions that keep cropping up. I make no claim to great skill with the Foundry myself. I still haven't gotten around to much map decorating in my first adventure, though I did pull the trigger on publishing. (You can find it with the ID: NW-DNGJU57ID.) What I can claim is a critical eye and an understanding of what makes a good story with the tools Neverwinter gives you to tell them. There are plenty of good stories, so picking something from the featured pile will usually work out great, but when you go digging in the new and unrated adventures for hidden gems, you'll find far more rough than diamonds.

  • Field Journal: Seeking instant gratification in RIFT

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    01.09.2014

    I've always been pretty open about my feelings on RIFT: I have an immense admiration for the mechanical ideas and the sheer effort Trion makes, but the world-building and aesthetic choices put me to sleep. The game firmly belongs in the category of those games I wish I liked but don't. While I played the game's first 20-something levels (not to mention trying out several alts into their teens) early in its existence, it just could not hold me. Further attempts, such as during free weekends, in the unlimited free trial, and after the conversion to free-to-play, uniformly resulted in my milling about for a couple of hours before getting bored and uninstalling yet again. Maybe if I ignored the world entirely and focused purely on constant activity, I could get into it. Fortunately, RIFT's Instant Adventure system offers just what I need to test that theory.

  • Field Journal: Floundering in Neverwinter's Foundry

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    01.02.2014

    Given that I'm a roleplayer, you might think that I find Neverwinter's Foundry an amazing expressive tool that I relish wholeheartedly. To that I respond with a resounding sort of! I love that it exists and seeing all the neat, even mind-blowing creations of others. Actually using it to make something of my own, though? That's pretty daunting, and I'm not talking about the interface. I am a very creative person, but there are many kinds of creativity. I've long since given up trying to be the game master in tabletop games given how painful it is for me to prepare and how I bring so much more to the table as a player. I'm the expressive sort, coming up with great ideas on the fly that make things more fun for everyone, drawing everyone's characters, that sort of thing. I'm not the constructive sort, so I have a hard time building worlds compared to inhabiting them. That might be why I had to stick a cameo from my own Trickster Rogue in the quest I designed.

  • Field Journal: Pandaria's pastoral paradise

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    12.26.2013

    This week in Massively's Field Journal, I'm turning my attention to the big one, the game that must not be named, World of Warcraft. Some of you might say that's what WoW Insider is for, but our sister site's staff is made up of hardcore players who have kept up with the times and are used to the game's ways, some perhaps to the exclusion of other MMOs. What I'm offering is a look at the introduction of the current expansion with fresh eyes, from someone who used to be that person but hasn't been for a long time.

  • Field Journal: The true meaning of MMO holiday events

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    12.19.2013

    Field Journal is a bold and exciting new take on MMO journalism. Or the meandering ramblings of a chronic game-hopper. I haven't decided yet. Each week I'll be setting for myself a new "adventure" or "field trip" into a game to explore some aspect of it in detail. I'll be sharing my thoughts and experiences, especially on games without a dedicated column. Anything from the most obscure indie to the elephant in the room is up for consideration. There just has to be something in it we think is worth gawking at and talking about! Given the timing, I wanted to kick things off with a look at seasonal events in MMOs. To make it special, I thought, why not tackle the events of a few games in one go? Oh how naive I was. Let me tell you, there's nothing like seeing the same flavor of holiday cheer over and over again in supposedly different worlds to strip away one's capacity for goodwill to all developers. Fortunately, there were a few bright spots.

  • Dungeon Tours: Wish you were here!

    by 
    MJ Guthrie
    MJ Guthrie
    12.11.2013

    Synergy? We've got synergy! Welcome to the unveiling of Dungeon Tours, a new multimedia miniseries playing out on both the Massively blog and Massively TV. What is Dungeon Tours, you ask? It's a tour. Of a dungeon. Many tours, in fact, of many dungeons. We're sneaky like that. But there's a method behind this particular madness. Have you ever wanted to see and experience every dungeon and instance in a game? Maybe you're interested in getting a sneak peek at what content is in store for you as you advance in a title you already enjoy, or maybe you want to see what you have missed. It could be that you'd like to get a feel for a game before jumping in yourself. And whether or not you ever have any intention of ever playing a game yourself, you're probably curious about what goes on behind those closed doors! This miniseries is your key to those doors.

  • Visualized: Inside the Vertu workshop, where phones are made by hand (video)

    by 
    Richard Lai
    Richard Lai
    12.03.2013

    While not everyone's comfortable with splashing out on a fancy Vertu phone, there's no stopping us from appreciating the company's craftsmanship and engineering expertise since its Nokia days. We're talking about dealing with various luxurious materials -- pearl, ruby, sapphire, titanium, gold, alutex, alligator skin and more -- while making sure that each device is mechanically built to last. As such, it's perhaps a slight surprise that Vertu phones are actually "handmade in England." Courtesy of our buddy and CEO Max Pogliani, we got to see the process up close and personal at his 60-strong workshop in Church Crookham. (And in case your butler isn't around to read this article to you, we've also got a video tour after the break.)

  • Spotify for iOS updated with artist tour dates and faster search

    by 
    Matt Brian
    Matt Brian
    11.05.2013

    Swedish music streaming giant Spotify has updated its iOS app with new features to help you find and follow artists both online and offline. Already present in its desktop counterpart, gigs and concert dates have made their way onto iPads and iPhones thanks to live music-tracking service Songkick. Spotify has also boosted the app's search features, expanding its reach to include user playlists and profiles while giving it a noticeable speed bump. Localization support for Japanese, Russian and Indonesian has also made it into the app, giving us a clue as to where the music service will open for business next.

  • Hands-on with The Secret World's Issue #8: Scoping out scenarios

    by 
    MJ Guthrie
    MJ Guthrie
    10.31.2013

    "I know your people are eager to go to Tokyo, but now is not that moment." - Arturo Castiglione, Council of Venice representative. Truer words have never been spoken. As much as players are looking forward to exploring Tokyo in The Secret World, that time is not yet at hand. (If you doubt, just look at how much Filth is still left to clear out in Agartha!) However, now is the moment for something else: the Venetian Agenda. And despite its unfortunate luck to be the DLC right before the most anticipated Secret World update ever, Issue #8 is more than just a stepping stone on the way to bigger and better things. This issue has merit in its own right; it introduces another layer of endgame as well as an entirely new mode of (replayable) gameplay. Although the update isn't live on servers until next week, I had the opportunity yesterday to travel to a sunken slice of Venice and dive into the new scenario and augment systems of Issue #8 in a special tour with Funcom Creative Director Joel Bylos and Communications Manager Tor Egil Andersen. After that hands-on experience, I've got to say that I think this DLC will keep folks sufficiently occupied, if not totally distracted from thoughts of Tokyo. And believe me -- you don't want to be distracted during these scenarios!

  • Dawn of the Hunter Rangers: Touring Neverwinter's Shadowmantle module

    by 
    Justin Olivetti
    Justin Olivetti
    10.29.2013

    Considering all of the exciting reveals of Neverwinter's second module, Shadowmantle, I think it's prudent to start with the unknowns. No, we don't have a specific date of release (although it will be "by the end of the year"). No, we don't know whether Druids or Warlocks or any other Dungeons and Dragons classes are in development for next year. And no, we can't tell whether there's a massive honey badger conspiracy in the city of Neverwinter. With that said, there's plenty that Lead Designer Andy Velasquez had to reveal to us for this upcoming module. For starters, it's 100% free, just in case you were wondering. Sure, Cryptic will continue to run a robust store (and doesn't seem to have any inclination to rein in the lockbox invasion), but all of the content of Shadowmantle will be available to the entire playerbase on day one. It's shaping up to be an even meatier update than Fury of the Faewild, believe it or not. The big star of Shadowmantle is the first new post-launch class: the Hunter Ranger. But this flexible fighter won't be hogging the entire spotlight; Neverwinter will also be adding a new zone, additional paragon paths, and a spiffy artifact skill system. So read on and prepare for the stampede of players rushing to be the next online Legolas-slash-Drizzt.

  • Go hands-on with Xbox One in Europe starting October 25 [Update]

    by 
    Mike Suszek
    Mike Suszek
    10.11.2013

    Microsoft will kick off its "The One Tour" on October 25, bringing the Xbox One to London and Manchester, England. The tour offers players a chance to attend one of many five-hour sessions with a friend in order to play the Xbox One ahead of its November 22 launch. Londoners will have a chance to play the console from October 25 through November 3 before it's available in Manchester from November 18 through November 27. Among the games Microsoft will have on hand for the event are Forza 5, Dead Rising 3, Ryse: Son of Rome, Killer Instinct, Battlefield 4 and FIFA 14, though the available titles are subject to change. Those looking to get hands-on time with the Xbox One during the event will need to register on the official tour site, as tickets are given out on a first-come, first-serve basis. Players in Italy, France, and Spain aren't out of luck, as Microsoft will have the Xbox One on hand at its respective booths for Milan Games Week (October 25 – 27), Paris Games Week (October 30 – November 3) and Madrid Games Week (November 7 – 10). Update: As it turns out, players in France have had time with the Xbox One, as Microsoft's Paris tour is still happening through Sunday.

  • Microsoft sets dates for international Xbox One tour

    by 
    Sinan Kubba
    Sinan Kubba
    09.30.2013

    In addition to the Xbox One 'Test Drive' roadshow, Microsoft's 'Area One' tour will bring the new console to 13 locations across the globe. We now have dates for the two-month international tour that begins in Philadelphia this week and ends in London around the time of the console's launch on November 22. The schedule is as follows: Philadelphia: October 3-6 Paris: October 10-13 Toronto: October 10-13 Chicago: October 17-20 Vienna: October 17-20 Atlanta: October 24-27 Dallas: October 31-November 3 Berlin: October 31-November 3 Phoenix: November 7-10 San Francisco: November 14-17 Dublin: November 14-17 Los Angeles: November 21 London: November 21-24 The Area One shows are free entry, but Microsoft warns space is limited, and invites are only for those 18 years and older. If you can't make to the Area One events, there's always the Test Drive roadshow, set to visit cities across the US, Canada, Germany, France, and the UK across the same period. Full details on that can be found on the Xbox website.

  • The Xbox One hits the road on an international magical mystery tour

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    09.28.2013

    If you're still on the fence about choosing between a PlayStation 4 and Xbox One, Microsoft wants to help you make your decision. Redmond is taking its next-gen console on a multi-city international tour starting October 1st, putting the system's launch titles in your hands and throwing parties replete with live music in select Canadian, European and US towns. These events are running right up until the system's November 22nd launch, and full details -- where to find the happenings and when -- are but a click away.

  • Microsoft prepares Xbox One pre-launch nationwide tour [Update]

    by 
    Danny Cowan
    Danny Cowan
    09.27.2013

    [Update: Microsoft has officially announced the upcoming tour, revealing nationwide Xbox One showcase events throughout October and November and confirming rumored details from earlier today. The original story follows.] Details of an Xbox One pre-release nationwide tour have leaked from a staging area of xbox.com, discovered by a NeoGAF forums member, notes that the Xbox One will be showcased in a 36-city tour across the United States and Canada prior to its planned retail launch on November 22. "Xbox One is hitting the road with four decked out Xbox One trucks," the website stated. "We'll put a controller in your hands, a game on the screen and a spring in your step." The site has since been taken down, though a Twitter account featuring similar promotional imagery has surfaced. Microsoft has not officially announced any details regarding the rumored event.

  • Nine Inch Nails puts Kinect, various other gadgets to use on festival tour

    by 
    Billy Steele
    Billy Steele
    08.30.2013

    It's no secret that Nine Inch Nails' frontman Trent Reznor likes to do things a bit differently. He and long-time art director Rob Sheridan have assembled a crew to make the group's festival dates this year as visually stunning as the audio promises to be. Along with a slew of other high-tech gadgetry, there's a Kinect that handles motion tracking with captured movements projected onto a handful of mobile video screens. Alongside thermal and regular ol' video cameras, live video content is piped on-stage during specific parts of the set -- with a hand from the folks at Moment Factory, a multimedia environment studio. Reznor also notes that much of the system is "a bunch of homemade software and hardware effects that they've tied together" with the goal of creating a film-like quality to an hour and a half performance. For a 13-minute, behind the scenes look at the prep work, head on past the break.