pax-2010

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  • Flameseeker Chronicles: Waiting for Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    08.14.2012

    There are two weeks left until the official launch of Guild Wars 2. That's a little nutso because a significant portion of my (and a great deal many other folks') energy in last few years has been dedicated to anticipating the game. Seeing it live will be something of an adjustment. I keep wanting to talk about memories of development and standing in lines at PAX and meeting devs and other fans as a way of describing my involvement with this game up 'til this point. I sometimes feel that that's odd, saying that the most exciting part of following Guild Wars 2's development has been the people I've met rather than the game that we're all congregating around. ArenaNet seems to agree with my take on things, though, if global brand manager Chris Lye can be trusted. He says of ArenaNet, "We're not a video game company; we're a community building company. We just happen to have one of the coolest ways to build a community, which is through a video game." Be it trite or not, I find that that kind of statement aligns nicely with the reason I, someone who plays MMOs largely for the sense of shared experience, have enjoyed Guild Wars 2 and its community so much.

  • Enter at Your Own Rift: Creature comforts

    by 
    Justin Olivetti
    Justin Olivetti
    02.02.2011

    Ever since RIFT's beta mushroomed in both population and presence, there's been an exponential increase of folks trying to get a handle on how they feel about the game. It's the same song and dance that you see with any new MMO: People come to it with a need to know whether they like it, whether it's worth their money, whether it should be defended or denounced as rubbish. It's extremely disconcerting when you can't match up your gut feeling with logical reasoning, such as when your gut tells you that you really, really like a game, but you have a hard time putting it into words. It's kind of like the "On paper, it should be a perfect MMO, but in practice, it sucks" effect (and vice-versa). I've been amused by how many bloggers and commenters have echoed my own thoughts about RIFT when they say something to the effect of, "I know it's a lot like other MMOs and has a lot more of the same, but I'm actually enjoying it" -- as if the fact that RIFT shares commonalities with its contemporaries should be dooming it from the start. Instead, today we're going to take a peek into why "more of the same" isn't necessarily a bad or even disreputable factor for an MMO, and why RIFT has struck the sweet spot of appeasement with so many of us. Except for you, Angry Commenter. We're not ignoring you, promise -- we're just having fun in our game.

  • The Road to Mordor: A year in Middle-earth

    by 
    Justin Olivetti
    Justin Olivetti
    12.31.2010

    What a difference a year makes, eh? One year ago, and you didn't have to put up with me yammering at you every Friday like a hyperactive badger with a personality disorder. One year ago, and we weren't free-to-play-anything, Turbine was its own company, the festivals were nowhere near as cool as they are today, and shrews freely roamed the land without fear of reprisal. So in my last Road to Mordor (of the year, stop rejoicing over there!), I thought it'd be great to look back at the wild rollercoaster that was 2010 in Lord of the Rings Online. I also thought I'd get an easy column out of all this, but that was before I had to read through 1,337 posts and my eyeballs began to lose pressure. January Stuff happened. Let's move on.

  • The Daily Grind: Got cons?

    by 
    Jef Reahard
    Jef Reahard
    10.10.2010

    So the New York Comic Con is in full swing, and the fact that it's here already reminds us of just how many game-related cons there are scattered throughout the calendar year. Whether it's NYCC, Dragon Con, E3, GDC, or the various flavors of PAX, there always seems to be something just around the corner that calls for hotel reservations and airline tickets. More often than not, the next convention on the circuit sneaks right up on us before we manage to shake the jet lag from the last one. While we'd like nothing better than to shirk responsibilities and tour the world of gaming and pop culture conventions for a year, work must occasionally intrude, and most of us have to pick and choose our events. What about you Massively readers? Did you attend NYCC this weekend, and are you a regular on the gaming convention circuit? Every morning, the Massively bloggers probe the minds of our 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 The Daily Grind!

  • The Road to Mordor: The Codemasters conundrum

    by 
    Justin Olivetti
    Justin Olivetti
    10.08.2010

    J.R.R. Tolkien once wrote, "Do not meddle in the affairs of wizards, for they are subtle and quick to anger." In light of recent events, we might turn that phrase to become, "Do not meddle in the affairs of players, for they are outspoken and very, very quick to anger." I'm referring, of course, to the outright debacle that's been happening on the Lord of the Rings Online European front. While Turbine released LotRO's F2P version along with the latest patch a month ago in North America, Codemasters has yet to follow suit, citing numerous problems on its end. When we first heard of the delay, I assumed it would be shortly resolved -- perhaps no more than a week or two at the most -- which is why I've mostly kept from discussing it in this column before now. Tech problems happen, there's always legal traps waiting, code can be glitchy, and regionalization is an ever-present obstacle. But at this point it feels as though the EU "Have-Nots" community has been under siege from lack of information and a frustrating view of the "Haves" across the pond. When will it be their turn? Why didn't Codemasters see this coming? How is the EU team trying to mollify the community as the devs scramble to get this puppy to live? Let's take a journey, you and I, through the past month and into the near future. Don't mind the hobbits picketing the Shire -- I'm sure it'll all work out.

  • Skulls of the Shogun preview: Turn-based strategy for Dummies

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    10.04.2010

    Turn-based strategy games have always been up there with creased jeans and Styrofoam as among my biggest turn-offs. There's something about the static, menu-based gameplay that runs contrary to what I usually look for in a game. So when my girlfriend wants to check out Skulls of the Shogun at PAX, I reluctantly decide to indulge her. It's good to try new things. Little did I know I was about to discover a highlight of the show. %Gallery-104184%

  • En Masse shows off PAX TERA demo video

    by 
    Jef Reahard
    Jef Reahard
    09.22.2010

    En Masse Entertainment has taken the wraps off a lengthy video edit of their PAX Prime 2010 TERA press demonstration. If you missed the game convention, as well as our coverage of the cultist refuge, you can sample scenes from the demo that have been cut together and made available on YouTube. The video, featuring a look at several boss fights as well as the interior and exterior of the cultist's refuge, runs right at six minutes in length and is underscored by some cheeky narration courtesy of producers Sam Kim and Stefan Ramirez. "TERA is deep, it doesn't just have a story, it is a story. Progression isn't just about levels, items, or skills but about moving the story forward and finding out more about the world and your role in it as a player," Kim notes. In addition to the usual footage of TERA's combat, there are also some interesting shots of the environments and what looks to be harvesting mechanics in the form of butterfly gathering.

  • Guild Wars 2 awarded Best of Show at PAX

    by 
    Rubi Bayer
    Rubi Bayer
    09.17.2010

    ArenaNet has done it again. Less than one month after carrying off Best Online Game honors at Gamescom, Guild Wars 2 picked up one of two Best of Show awards from Machinima.com. It may seem a bit odd to be handing awards out to a game that doesn't even have a launch date, but the folks at Machinima.com were just as impressed as those who played it at PAX, declaring that the demo alone "plays better than most games on the market today." The award is included in the full 11-minute PAX wrapup video, beginning near the 9:30 mark. Follow along after the jump to take a look, and congratulations to the ArenaNet team!

  • Path of Exile preview: Diablo set free

    by 
    Justin McElroy
    Justin McElroy
    09.15.2010

    A man with a lightly-accented voice taps my arm as I wander the PAX exhibition hall. "Excuse me, but what media outlet do you represent?" "Joystiq," I tell him, and he lights up, says he's been looking for me and insists he has a game he needs to show me with a title I've never heard of. He starts pressing through the throng of people and I follow as best I can, stifling the fear that he's taking me to some remote corner of the convention to rob and murder me. My preview of Path of Exile was not, in case you've never covered a convention, how these things normally happen. %Gallery-102333%

  • Retro/Grade preview: Rock your brain off

    by 
    Justin McElroy
    Justin McElroy
    09.15.2010

    I set down the guitar controller and start walking back through the layers. I'm sitting at the PAX booth of 24 Caret Games, taking my first spin behind the frets of Retro/Grade, which has one of those great premises that only a video game could really do justice to. As ace spaceship pilot Rick Rocket, I've done it again: I've saved the galaxy by defeating the horrific final boss. The credits begin to roll and it's only then that I realize that, somehow, as a byproduct of this victory, all of space and time has come to an end. I do the only thing I know how to do, I reverse the flow of time, intercepting the shots I once fired and sucking them back up into my ship. This is where I, the player, take over. Unfortunately, as the level unprogresses, I miss unfiring too many of my shots and get hit by too many enemy bullets I dodged the first time. I get a game over screen, but I don't see the end credits I saw at the beginning/end, but rather the real "Game Over." Only, it's not literally Game Over, since my ship is equipped with a Retro/Rocket that lets me unreverse the flow of time and unmiss the shots I originally made so I can unmake them correctly. I notice my right temple has begun to throb.

  • ArenaNet releases images from Guild Wars 2 Designing Dynamic Events panel

    by 
    Rubi Bayer
    Rubi Bayer
    09.15.2010

    New races, new lands, and talk of familiar places with a new look. The Guild Wars 2 Dynamic Events panel at PAX stirred up quite a bit of conversation and even more curiosity. What are these regions? What events are there? What is a krait obelisk for? What does The Great Oouo look like? Guild Wars 2 fans watched all the video taken by hand held cameras at the panel and viewed snapshots of the screen, trying to get a better look. If you've been dying for an up-close view of the Regrown Flame, orrian undead, and yes, even The Great Oouo, you're in luck. ArenaNet has generously provided Massively with the images used in the panel, so check out the gallery below for the newest look at Tyria of the future! %Gallery-102231%

  • Hyperspace Beacon: Testing the SWTOR waters

    by 
    Larry Everett
    Larry Everett
    09.14.2010

    If you didn't know already, just over a week ago three writers from Massively, including me, traveled to Seattle, Washington for PAX Prime. During that time, besides catching the flu, we were able to catch a glimpse of some of the games that have yet to be released. We were able to play games like TERA, The Force Unleashed II, Guild Wars 2, RIFT, End of Nations, and many, many others. Some were pretty good; others, not-so-much -- but most seemed very polished and perfect for presentation. Of course, you all know I was there to see Star Wars: The Old Republic. I caught a lot of it. There were six of the eight classes available for demo at the gorgeous LucasArts booth. (BioWare did have a booth there, too, but the team was displaying some small game it was trying to get off the ground called Dragon Age 2.) Visitors had a chance to try out the smuggler, trooper, agent, bounty hunter, and both Sith classes. Because of the enormous lines that constantly encircled the booth, I was only able to play three of the classes: smuggler, trooper, and Sith inquisitor. For this edition of the Hyperspace Beacon, I will give you my impressions of the gameplay for those classes. However, I want to take a slightly different look at them. At E3, Massively's editor Seraphina Brennan was able to give her impressions of the smuggler class -- she covered the mechanics and so on. Although I will touch on the combat mechanics, I have decided to focus on some of the features BioWare is famous for: cinematics, character development, and overall storytelling. Follow after the break, and I will give you an honest breakdown of how SWTOR measures up to its predecessors.

  • Flameseeker Chronicles: Why ArenaNet stands out

    by 
    Rubi Bayer
    Rubi Bayer
    09.13.2010

    I spent an awful lot of time last week doing two things: reveling in PAX memories and checking out the flurry of news stories and reports all over the place, all centered around Guild Wars 2. It's attracting an incredible amount of attention, even from people who have never heard of Guild Wars before. While we may laugh at funny mistakes made by those who are unfamiliar with the world of Tyria, it's exciting that these people who passed over the original game are interested in this one. The more people become interested, the better it is for all of us. But what's generating all this attention? What is ArenaNet doing that's so groundbreaking? Any fan of Guild Wars 2 could easily give you 20 reasons why the game is turning out to be so great, but almost all of them will focus on two things: the developers are intensely focused on making this game for the fans, and they don't show anything unless it's polished to a high gloss.

  • PAX 2010: Your questions answered by SWTOR's Blaine Christine

    by 
    Larry Everett
    Larry Everett
    09.10.2010

    A little over a week ago, I asked you all what questions I should ask SWTOR developers at PAX. Well, wait no longer -- the answers are here! Blaine Christine, the Senior Producer for BioWare, took some time specifically to answer some of Massively's readers' questions. There were five main categories I wanted to hit on when approaching BioWare about the content of Star Wars: The Old Republic: playable species, classes, space combat, starting zones, and endgame. I did focus heavily on endgame in the interview -- including crafting -- but I did not neglect the other portions. Player species are not that complicated at this point. BioWare hasn't really announced anything new regarding species for a couple of weeks. However, if Zabrak is not a playable species for the trooper, then the devs will have to build the species out of the game I played this weekend, because the trooper I played was definitely a Zabrak! I will dig into starting zones a bit more in depth when I do my version of a hands-on for SWTOR. That will probably end up being next week's Hyperspace Beacon. Lastly, before I begin the interview, I did not ask Blaine Christine anything about space combat because the night before the interview, Daniel Erickson, the Lead Writer for BioWare, brought it up in the official presentation, saying: "You remember that part where Han Solo and Chewbacca are in the Millennium Falcon? Han's like, 'Hey, Chewie, let's go into space, and let's just dick around. Let's go off in that direction and see if there is anything interesting'? Remember how they went off and there was this asteroid, and they mined the asteroid? Yeah, we couldn't find that either. Two things happened when you went to space. One: You took off to space when you wanted to go somewhere. You took off into hyperspace -- BAM! -- and got there. Two: You wanted to go to a battle or you were trying to go somewhere and someone stopped you. Uh oh! Giant exciting combat! ... That is why we did space combat the way we did." After the break, your other questions are answered by Blaine Christine. What's in there? Only what you take with you.

  • PAX 2010: How to build LEGO Universe, piece by piece

    by 
    Larry Everett
    Larry Everett
    09.10.2010

    The world of LEGO is being destroyed by the mighty Maelstrom. Imagination is being sucked into its evil vortex, and only you and your friends can stop it! Customize your minifig to fit your personality, choose your favorite faction, and launch into battle against Maelstrom and its minions. Save imagination! LEGO Universe Online is the LEGO brand's first leap into the MMO genre. After LEGO's success with single-player games, such as the extremely popular Star Wars and Indiana Jones series, it only seems natural for the company to jump into the massively multiplayer universe. The design team of over 150 people has built a wild and whimsical world, Brick and Knob by Brick and Knob, and the crazy thing is, you can add to this world, too. At PAX, LEGO was kind enough to give me a personal guided tour through this universe of adventure and creativity. Follow me after the break as I guide you through my hands-on with LEGO Universe Online.%Gallery-101842%

  • The Road to Mordor: You've beaten Sauron. New game? Y/N

    by 
    Justin Olivetti
    Justin Olivetti
    09.10.2010

    Huh... what is there to talk about these days? Really? Such a slow news cycle for LotRO... hm. I guess there's that whole "getting rid of pesky radiance" thing that's going to save me from having to write a column on that convoluted system, so thanks Turbine! Other than that, life in Middle-earth is as quiet as... As... as a... GEEKQUAKE! RUN FOR COVER! EMPLOY EXCESSIVE CAPS LOCK STATEMENTS! LOTRO AHOY! OK, so I might have been a bit facetious there. Shocking all of us, Turbine brought up the servers with the new patch an evening early, granting access to the head start of F2P on Tuesday night. I sort of suspected the devs were up to something when they kept rubbing their hands and cackling maniacally at PAX last weekend, although they claimed it was just a nervous disorder. So it's here -- the biggest non-expansion update to the game yet and a literal game-changer to boot. F2P, wardrobe, scaled instances, Enedwaith, the LotRO store, and lots and lots of new (and returning) players have existing players giddy and twitchy. So how'd the first couple days go so far? Is LotRO F2P really all that and a bag of Shire Sweet-leaf? Read on, my short and stout brethren!

  • Exploring Eberron: One year of DDO free-to-play

    by 
    Rubi Bayer
    Rubi Bayer
    09.10.2010

    Yesterday marked the one-year anniversary of Dungeons and Dragons Online's switch to free-to-play, a move that worked out extremely well for Turbine. In the past 12 months, the developers have kept the content coming with six sizable updates, and they're now preparing for Update 7. We got our first peek at Update 7 at PAX last week, and I also got a chance to hang out with Executive Producer Fernando Paiz. We talked all about the past year's ups and downs as well as what he sees coming in the next year. So follow along after the cut and join me in wishing DDO free-to-play a happy first birthday. (And enjoy these retro screenshots that I couldn't resist including!)

  • The Dishwasher: Vampire Smile preview: hobbyist graduated

    by 
    David Hinkle
    David Hinkle
    09.10.2010

    The Dishwasher: Dead Samurai was a smash hit on Xbox Live Arcade and rightfully so. But now there's a sequel coming next year and, with it, higher hopes. The Dishwasher: Vampire Smile stars a new protagonist, adds a bevvy of new challenges and, perhaps most importantly, runs on a brand-new engine.%Gallery-86333%

  • Lilt Line preview: Stay between the lines

    by 
    David Hinkle
    David Hinkle
    09.09.2010

    You know those Highlights magazines and coloring books you used to doodle in as a kid? Imagine your life depended on your ability to stay within the lines, only your arm had a mind of its own and the image you were coloring is constantly changing as you try to color it. Yeah, we had the same nightmare as kids ... and also, that's pretty much Lilt Line on Wii, the first game to be published – as opposed to developed – by Gaijin Games, the predominantly WiiWare dev studio behind the Bit.Trip series.

  • Slam Bolt Scrappers preview: Build those blocks up

    by 
    David Hinkle
    David Hinkle
    09.09.2010

    It's difficult to convey the sheer terror and chaos I experienced in the first few minutes of the Slam Bolt Scrappers PAX demo. Though the Firehose Games reps told me how to play, it wasn't preparation enough for the actual game, a combination puzzler/brawler/strategy title that is one of the most unique blends of genres I've ever played. The learning curve was, um, kinda steep! %Gallery-95679%