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  • id Software/Bethesda

    'Doom' re-releases now support add-ons, quick saves and 60FPS

    by 
    Jon Fingas
    Jon Fingas
    01.09.2020

    Bethesda's re-releases of the first two Doom games are about catch up to the originals in key areas -- and in a few ways, surpass them. The id Software titles are receiving updates that, among other things, introduce support for add-ons -- yes, even on mobile. This doesn't mean you can load in any old WAD file on consoles, but it will work for Android and PC players -- and everyone will get a mix of official and unofficial add-ons. The initial selection includes the two Final Doom mods (The Plutonia Experiment and TNT: Evilution), No Rest for the Living and John Romero's Sigil. Other packs will be available on a "regular basis."

  • Romero Games

    John Romero's unofficial 'Doom' expansion is available now

    by 
    Jon Fingas
    Jon Fingas
    06.01.2019

    If you'd like your Doom sequels more traditional than Doom Eternal, your fix is at hand. Series co-creator John Romero has released his unofficial (and significantly delayed) fifth episode for the original game, Sigil. The pack includes nine single-player and nine deathmatch maps that carry the spirit of the original game while taking advantage of Romero's 25 years of experience since the core Doom (which is required here) first reached gamers.

  • Romero Games

    John Romero's 'Doom' level pack gets pushed back to April

    by 
    Richard Lawler
    Richard Lawler
    02.19.2019

    Late last year, Doom co-creator John Romero announced plans to release a new pack of levels for the game more than 25 years after its debut. Sigil is a "spiritual successor" to the game's fourth episode containing nine multiplayer levels and nine single-player levels. While it will be released for free to everyone with a licensed copy of the original, Romero is selling two limited edition box versions, and now he confirmed that a delay in production has caused the release date to slip until April. The downloads won't be available until after people who pre-ordered can get their Beast Box packages with artwork, custom USB sticks, t-shirt and other tidbits, so everyone has to wait. Hopefully after 25 years, a few more weeks won't be too much, although given Doom's accessibility for modding and the tools available, players can always use the time to play previously-released .WADs or work on a few levels of their own like its 1993 all over again.

  • Romero Games

    John Romero gifts 'Doom' 18 new levels for its 25th birthday

    by 
    Jon Fingas
    Jon Fingas
    12.10.2018

    Ready to feel ancient? The original Doom is 25 years old -- and co-creator John Romero wants to make sure you know it. He's preparing an add-on for the 1993 game, Sigil, that serves as a "spiritual successor" to the classic shooter's fourth episode ("Thy Flesh Consumed") with nine single-player story levels as well as nine multiplayer deathmatch levels. The expansion will be free if you're just looking for some nostalgia-fueled demon slaying, but you can also spend a lot of money on it if you're determined to flaunt your fandom.

  • McQuaid: 'Vast majority' of early Vanguard players quit by level two or three

    by 
    Jef Reahard
    Jef Reahard
    02.13.2014

    If you can't get enough of the sad saga that is Vanguard, IGN has published an interview with creator Brad McQuaid that might pique your curiosity. There are some interesting nuggets relating to McQuaid's early days as well as the relationship between Sigil and SOE that allowed Vanguard to release, albeit in an early and extremely buggy state. "The game sold very well at retail. Around 250,000 units just blew out of the stores. But the game wasn't optimized, the client wasn't optimized, and the server wasn't optimized," McQuaid explains. "The vast majority of people who played it early on left by the time their characters hit level two or three."

  • The Game Archaeologist: The rise, fall, and rescue of Vanguard

    by 
    Justin Olivetti
    Justin Olivetti
    02.01.2014

    I have been wanting to do an article on the whole saga (small pun intended) of Vanguard for some time, and now that Brad McQuaid has returned with plans to make what appears to be a very similar game, I need no more prompting to do it. The significance of Vanguard's development, release, ongoing drama, and its recent mild renaissance is of great interest not just to game historians but to everyone who plays MMOs, period. What happened with this game caused a huge fallout in the industry, and we are still feeling some of its effects even today. As our own Bree put it in her blog, "Vanguard's implosion was a big deal at the time and marked the beginning of the post-WoW destruction of the industry that hobbled Age of Conan and Warhammer Online a few years later." While the crash and burn of Vanguard was a very well-known tale several years ago, I'm wondering if in 2014 there might be many who are quite unfamiliar with what happened to this unassuming SOE game eight years ago. Let me put on my old fogey glasses and we shall begin!

  • Lichborne: Observations on new death knights in Mists of Pandaria

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.10.2012

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. With a new expansion coming out, it's a perfect time to try out a new character. New skills, new spells, and new mechanics all mean there will be new ways of playing and new ways of looking at things, and sometimes you just want a fresh start. Of course, there are only a few people dedicated or crazy enough to play multiple characters of the same class on a regular basis, but sometimes, I find that leveling the same class more than once gives you insights and helps you remember the basics. With this in mind, I've started a couple new death knights of my own on the Mists of Pandaria beta. And while there's a lot for new death knights to learn, it's interesting to note what lessons this old death knight learned and what subtle differences herald for the class. It's easy to become talented In the original plan for creating a death knight, you got chunks of talent points to spend when you completed certain quests. In theory, this allowed you to slowly build up a talent build as you would when leveling a fresh character, getting small chunks of talent points to distribute bit by bit. In practice, I feel it was a bit more confusing than that. A level 55 character with no talent points getting those talent points from random quests with no real rhyme or reason to when or how they came wasn't a deal breaker, but it really felt like you didn't quite have a handle on your talent points until you were finally caught up at around level 60 or so.

  • The Daily Grind: Does Vanguard's diplomacy system deserve another shot?

    by 
    Justin Olivetti
    Justin Olivetti
    05.12.2011

    While I've never played Vanguard, I'll admit that I've always been fascinated by the game's diplomacy system. It was rather ambitious at the time it was first announced, as the devs boasted about how they were creating a whole new "sphere" of play by turning dialogues between you and NPCs into a deep, involved minigame. Some people loved it -- and still do -- while others ignored it entirely. In any case, Vanguard's well-known struggles to stay afloat have kept the larger MMO community from experiencing the diplomacy system, which I feel is a shame. I've always hoped that other MMO devs would take this idea and run with it, creating a "next generation" version that would work well in contemporary games, sort of how Warhammer Online's public questing was picked up and revised for games that would follow (just as WAR picked it up from Ultima Online). So my question to you today is, does Vanguard's diplomacy system deserve another shot? Should MMO devs take a closer look at the typically skimpy interactions between characters and NPCs to see if they can be improved? Or should this system best be left alone? 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!

  • Choose My Adventure: Second verse, same as the first

    by 
    Krystalle Voecks
    Krystalle Voecks
    09.29.2010

    It's been another interesting week in Vanguard, to say the least. Remember that thing I said last week about crafting and diplomacy being deep? I can now say with absolute certainty that they are so double-rainbow intensely deep that I've spent the last several days primarily working on those two skills as opposed to moving on to the next village. Indeed, attempting to finish all the quests in Sun Village has sent me back to Tentrees Farmstead (the first starter town) to pick up even more crafting and diplomacy work! Will I ever escape, or will I be sucked into an ever-swirling loop of crafting, diplomacy, harvesting, or whatever odd side-skill lurks just ahead, ready to whomp me over the head and make off with my magical cookies? Well, this week you'll get to decide, as I put the future of my fuzzy little Raki to a vote! But first, join me after the break as I recap the last week's adventure in Telon.

  • Choose My Adventure: Off to Telon!

    by 
    Krystalle Voecks
    Krystalle Voecks
    09.08.2010

    Join me as I brave my way through lands unknown in an adventure dictated entirely by you, the Massively readers! Vote for everything from game played to character creation to ultimate goal and watch it unfold in a series of posts and galleries here on the site. Then, after our two months are up, we'll do it all over again in a new game! Well, the masses have once again spoken, and this time I'm headed off to spend the next six weeks running around in Vanguard: Saga of Heroes! I'll admit that this is one title that I've never played. At the time it was released, my computer's stats were nowhere near the level required to play it (surprise), so I gave it a pass. Since then, I've been intrigued by the world (largely due to many of the lovely One Shots I've seen on it), but I simply haven't taken the first step to check the game out. Thanks to the vote being rocked by the Vanguard community, it looks like I'm going to get that chance to see Telon after all! Unfamiliar with Vanguard? Know all about it and would rather skip straight to this week's polls? Join me behind the break for both!

  • Vanguard, Saga of Confusion: a look back

    by 
    Beau Hindman
    Beau Hindman
    06.24.2010

    Perhaps it is all my experience with independent music that grew my patience for Vanguard: Saga of Heroes. It might sound like a stretch, but for years I witnessed firsthand the lack of power that a large publisher can bring to the table. My rickety band would show up in our scratched up tour bus, only to open for a label-backed band that also showed up in a scratched up tour bus. Such is the guarantee of the major label: a guarantee of only publishing and/or perhaps distribution. While those promises are no small thing, the fans must come to grips with what that means. In the end, Vanguard players are just like those fans who cannot fathom why there is not a new album released every year, or why their favorite band pulls up in a Dodge van instead of a tour bus. It's a simple lack of understanding of how these things often work, and can often lead to players who feel left out in the cold, ignored by a publisher that seemingly has bottomless pockets. I am going to illustrate why I think Vanguard is where it is now, and who might be responsible for the current position it is in.

  • Lichborne: Tweaking your frost DPS talent build

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    04.20.2010

    Welcome to Lichborne, your weekly look at news, tips and strategy for the death knight class, with your host, Daniel Whitcomb. Last week, we took a look at frost DPS. At that time, I posted a basic DPS build for beginning frost DPSers to provide a good balance of DPS and utility. As I mentioned back then, though, the basic frost DPS build is pretty nice in that it does allow a bit of flexibility in your build; that is, there are a few places where you can swap around points a bit depending on your gear level and personal needs. We'll also take a quick look at optimizing sigil usage, which should come in handy for blood and unholy DPS as well. But first, let's take a look at those frost talents.

  • The Queue: Questions, comments, complaints...

    by 
    Allison Robert
    Allison Robert
    09.16.2009

    Welcome back to The Queue, WoW.com's daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Allison Robert is your hostess today.I have absolutely no idea what the hell the above video is about, but have been required to place it there on threat of firing by Alex Ziebart. Questions, comments, complaints? Send them to him!Pyril asks...(On the faction champions fight in Trial of the Crusader): Why would Blizzard force PvE players to basically learn PvP skill sets now, when they've been so good about keeping them seperate to this point? Any chance the encounter will be reworked? GC has said he doesn't want to force raids to bring certain classes, but if you don't to this encounter it's a 3 hour wipe fest.Is the encounter likely to be changed? No, at least not its basic mechanics. Blizzard fielded similar complaints concerning the Priestess Delrissa fight in Magisters' Terrace, which could be an incredibly ugly experience on heroic if you didn't have CC or weren't well-geared. But are aspects of the encounter likely to be nerfed, or at least tweaked? Maybe, maybe not. It'll depend on how much trouble Blizzard sees people having with the fight. What's certain is that the Faction Champs encounter is a very common target for complaints right now. Some of this is the result of players still gearing up, but others are voiced by people who intensely dislike the arenaesque feel of it all, or who run a raid setup that's less-than-ideal for whatever champion comp they get that week. I think you're entirely correct in saying that the fight becomes significantly more difficult (or at least more gear-dependent) if you're running a raid with limited options for purging/dispelling the mobs' buffs or keeping their healers locked down, and it's probably that aspect of it that Blizzard's keeping an eye on.

  • Part one of Brad McQuaid's Vanguard post-mortem

    by 
    William Dobson
    William Dobson
    06.30.2009

    When most people think of Vanguard, they usually remember that the game had an extremely rocky launch period. A lot of things were changed and fixed after the game was sold to Sony Online Entertainment. The original developer Sigil Games Online (headed by former SOE superstar Brad McQuaid) was also sold in this deal. McQuaid's blog welcome-page mentions that he's been on a break from the games industry since the above events in 2007, but "as of late, he's starting to get that itch again...". It was probably this itch that prompted him to start a multi-part post-mortem of his time with Vanguard at his blog.McQuaid said that he will be addressing topics in chronological order, and part one deals with what he calls the first big mistake that Sigil made: get everything in writing."The first mistake that would have a serious impact later in development was the verbal agreement with Microsoft that Vanguard was to be a first rate, AAA title."It sounds like a change at Microsoft led to a completely different level of support for Vanguard; less funding, less time, and overall a different outlook on what Vanguard was to become."So the moral of the story is one that should have occurred to us: get everything in writing, get it into the contract, because even a company like Microsoft can suddenly undergo significant changes to its management and teams. And when those changes do happen, you might as well be dealing with a new company – anything and everything can change, and change quickly."Part two of the post-mortem will be dealing with the good and bad aspects of creating an all-star team, and we'll bring it to your attention when it surfaces.

  • Brad McQuaid returns to pimp Vanguard

    by 
    Shawn Schuster
    Shawn Schuster
    06.16.2009

    Remember Brad McQuaid? As one of EverQuest's original creators and eventually the man behind Vanguard, Brad is a legend in the gaming industry. Sure, his reputation spiraled downward after his time with Sigil and Vanguard, but he has now come out of hiding to tell us all that we should play Vanguard!Wait, what? Is he now working for SOE again? Well, no one knows if that's the case or not, but the fact is, Brad seems quite keen on getting back into the industry. After taking a few years off to "ride street bikes and dirt bikes, as well as drive sports cars, as often as possible", Brad wants to start creating games again. So if you're a fan of Brad's work with EverQuest, Vanguard (or even WarWizard), head on over to his newly-revamped blog and show him some support. [EDIT: Some are speculating that this is an impostor. You be the judge.][Via Common Sense Gamer]

  • Azeroth Idol

    by 
    Allison Robert
    Allison Robert
    04.24.2009

    In the absence of a ranged weapon or wand, Druids, Shamans, Death Knights, and Paladins all have an interest in filling the little slot directly to the right of their weapons with something good. You won't get the stats from idols, totems, sigils, or librams that pure classes will get from that slot, but with luck you'll significantly improve a core ability or two. However, because these items usually affect only one or two spells or attacks, they tend to be somewhat hit-or-miss in terms of usefulness, and many specs go for a while without having anything particularly good to put there.Graylo at Gray Matter takes a look at the new idol available to Balance Druids from Ulduar-25, the Kologarn drop Idol of the Crying Wind. After running the math on its stats versus the Balance idols available for badges (Idol of Steadfast Renewal and Idol of the Shooting Star), he reaches the conclusion that this new i-level 226 item is a significant DPS loss compared to its i-level 213 cousins, even if the Druid in question is using Glyph of Insect Swarm and has the 2-piece Tier 7 bonus granting 10% additional damage to Insect Swarm. While I think it's probably a damage increase on very high-mobility fights, Graylo's math is pretty damning. It's hard to argue that a Tier 8 idol providing less than a third of the damage granted by a Naxx piece represents ideal gear scaling.Bears in Ulduar-25 are looking forward to their first upgrade since the i-level 128 (!) Idol of Terror, but I'm not too sure about other classes. Do you have some hard choices ahead of you, or do you plan on using an older piece?

  • With friends like these: What sci-fi has, and doesn't have, going for it

    by 
    Joe Blancato
    Joe Blancato
    04.07.2009

    Let's face it: The sci-fi MMOG space is pretty bleak. I want Star Wars: The Old Republic to set the world on fire as much as the next guy, but long and nefarious is the path to massively-multiplayer righteousness, and so far, no one's really gotten the futuristic thing right. Over the 12 or so years that graphical MMOGs have been around, two could be considered a success: Anarchy Online, which recovered from a catastrophic launch; and EVE Online, whose launch was nearly as bad as AO's, but luckily no one was around to notice at the time. That's two games over more than a decade. Conversely, three of the original four fantasy MMOGs were successful: Ultima Online, which is still around; EverQuest, which engendered a sequel and is emulated today by World of Warcraft; and Asheron's Call, which also inspired a sequel. And nowadays, you can barely walk without stepping in some fantastic goop, be it WoW, EverQuest II, or Warhammer Online, to name just a few.

  • Death Knights will use sigils

    by 
    Eliah Hecht
    Eliah Hecht
    07.27.2008

    Exactly what weapons Death Knights will be able to wield has been the subject of some controversy. Originally, it was speculated by Blizzard that one- and two-handed swords and axes would be the extent of it. Currently in the beta, polearms and one- and two-handed swords, axes, and maces are usable. Daggers, fist weapons, staves, wands, and ranged weapons are not (updated with verified information). But not many people have talked about what's going to go in that ranged slot. A moment's thought reminds us that every other class that can't use ranged weapons or wands (Druids, Shamans, and Paladins) have Relics in those slots. If you're not familiar, Relics are class-specific items that typically provide a boost to particular spells; they come in different flavors for the different classes. Druids get Idols, Shamans get Totems (confusing, yes), and Paladins get Librams. Wrath will add one more to the list: Sigils, for Death Knights. So far only one has been implemented in the beta – Sigil of the Dark Rider, one of the first quest rewards in the DK's starting chain. Blood Strike, as far as I can tell, is meant to be a staple skill for many DKs, like Heroic Strike for Warriors, so this should come in handy. And unlike Paladins, DKs have plenty of ranged spells, so pulling shouldn't be problematic – they even have a spell that brings the enemy straight to them, Scorpion-style. Get over here!

  • A Vanguard Retrospective

    by 
    Brenda Holloway
    Brenda Holloway
    05.18.2008

    Genda of The Grouchy Gamer was a gamer with a dream; to hitch himself to Sigil's rising star. He created a one-stop shop for all news and information about Vanguard's crafting sphere, joined the Vanguard affiliate program, and gained a unique outsider's perspective to what would become one of the MMO world's most legendary disasters. It's a story of how lack of leadership and vision could turn EverQuest's spiritual successor and the hard work of dozens of talented designers, artists and programmers into tears in a parking lot in Carlsbad, California.The retrospective is in three parts. In the first, Genda tells about Brad McQuaid's departure from SOE and the first news about the game that would become Vanguard, his lunch with the late fantasy artist Keith Parkinson, and Brad's increasing absence from the Sigil offices. The second part tells how many of the best innovations in Vanguard died on the vine because the programmers were busy rewriting all the scripts from the Unreal 3 engine and the increasing trouble within Sigil. The last part brings Vanguard from its troubled beta, through its disastrous launch and acquisition by SOE.

  • Vanguard may be against the death penalty

    by 
    Amanda Rivera
    Amanda Rivera
    11.22.2007

    Ten Ton Hammer is reporting on a recent uproar on the Vanguard: Saga of Heroes forums surrounding many MMO players' least favorite subject: death. Few like to contemplate their own demise, and even those who do would agree that penalties for dying in an online game are annoying. The current controversy surrounds a certain Producer's Letter written by game producer Thom Terrazas wherein he mentioned the possibility of reducing the severity of the death penalties in Vanguard. Now Dalmarus makes a valid point about all of this. Removing the loss of experience mechanic from death means removing the excitement. Essentially, the developers would be eliminating that extra thrill you get from tackling dangers and taking on challenges that might be a bit much for you; the thrill you get knowing you survived and saved your precious experience points. I would agree that a death penalty gives players a consequence, albeit a small one, for reckless actions in-game, and removing that penalty means changing the game experience for better or worse. My feeling is that the Vanguard team might be looking at their competition, titles like WoW, and noticing that the loss of experience might deter the casual player from sticking with the game. But then again, it doesn't deter Dalmarus, so should they really be worried?