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  • WoW Moviewatch: Devour

    by 
    Moo Money
    Moo Money
    09.14.2008

    (Warning: This machinima apparently contains some spoiler elements for the game F.E.A.R.)Inspired by Baron Soosdon, first time machinimator, Buzz Dawson, learned to make machinima in just three days with not only World of Warcraft, but also F.E.A.R. He even bought the editing program, Sony Vegas 9, just for this project, which is quite ambitious for an inaugural effort. The result of his educational experiment, Devour, a music video for the song by Shinedown, isn't a literal interpretation, employs creative use of the L70ETC character models, and contains some great cut scenes. While I wish WoW was featured a bit more prominently, for a new effort, this is fantastic. The aspect ratio doesn't jump, the characters don't randomly fade in and out, and the transitions are fairly smooth. What say you, (constructively) critical commenters?[Via Warcraftmovies.com]If you have any suggestions for WoW Moviewatch, you can mail them to us at machinima AT wowinsider DOT com.Previously on Moviewatch ..

  • F.E.A.R. 2 trailer proves children are creepy

    by 
    Richard Mitchell
    Richard Mitchell
    09.12.2008

    Let's face it. Kids are scary. Think about it. We tell them stories about cooking witches in ovens, tell them that cribs belong in trees and that the babies therein inevitably come tumbling down. Is it any wonder that they wind up so damned creepy? Just think of all the horror movies that use children*. The latest trailer for F.E.A.R. 2 -- which highlights that the game is now actually called F.E.A.R. 2 -- showcases lots of nasty monsters and sweet weapons, but we were particularly struck by Alma, the super creepy girl antagonist. More specifically, we were struck by her whispering "You can't hide from me" at the end of the trailer. Now, if you'll excuse us, it's time to hide. *Don't click this.

  • Project Origin bringing the F.E.A.R back

    by 
    Jem Alexander
    Jem Alexander
    09.10.2008

    Did you know that Project Origin was a sequel to F.E.A.R? We're guessing there's a chunk of you who probably didn't, but from now on there's no excuse. Monolith Productions and WB Games inc. have purchased the F.E.A.R name off Activision Blizzard, who retained the license after Monolith switched publishers to work on the sequel. Seemingly Actiblizz feel that they don't need it anymore, along with a few other Sierra franchises. So why not just call it F.E.A.R 2 and have done with it? After all the effort they went to with their Name Your Fear contest, it would be a shame not to use the winning name, Project Origin, in some form or another. As a result the game will now be known as F.E.A.R 2: Project Origin. Lovely. Currently it's set for release worldwide in mid-February. That's around the same time Killzone 2 is due to hit, in case you're wondering.

  • Project Origin gets its F.E.A.R. back and a release

    by 
    Dustin Burg
    Dustin Burg
    09.09.2008

    In a very weird turn of corporate events, Warner and Monolith just announced that they've acquired the F.E.A.R. name and license back from Sierra who initially was going to create their own non-Monolith involved F.E.A.R. sequel. So, with the new name purchase, Project Origin will no longer be the spiritual successor to F.E.A.R. but will instead be the official sequel, now titled F.E.A.R. 2: Project Origin. Even with the newly acquired F.E.A.R. name, Monolith will be keeping "Project Origin" in the name not only because of the branding they've already being doing, but because they promised the fans. Along with the name change, Lith has confirmed that F.E.A.R. 2: Project Origin will release to retail on February 10th, 2009. [Thanks, Rob]

  • Name change: 'F.E.A.R. 2: Project Origin'

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    09.08.2008

    Monolith and Warner Bros. sure appreciate all the hard work you put in to deciding the name of the "spiritual successor" to F.E.A.R., but let's face it, Project Origin doesn't quite ring like ... F.E.A.R. 2. But, as the backstory goes, Sierra owned the franchise name and, up until the Activision-Blizzard merger, the company was supposedly working on its own F.E.A.R. sequel. But then, well, Sierra hit a snag. Sensing that all was not well, Warner Bros. sent over a gift basket full of money, and back came the rights to the franchise name. So, here Warner Bros. and Monolith are with the original name and the name that's been used in all the marketing to date. Solution? Combine the two. And the final answer is ... F.E.A.R. 2: Project Origin! In stores February 10th, 2009.

  • Alma and Project Origin both need more dev time, game delayed into 2009

    by 
    Dustin Burg
    Dustin Burg
    08.25.2008

    In other release date delay news, we've just learned that Monlith's Project Origin (the true sequel to F.E.A.R.) will not make it to retail shelves anytime this year and is tentatively planned for a Q1 2009 release. The delay news comes from Lith's art lead Dave Matthews who confirmed during Leipzig that they'll release Project Origin on multiple platforms in early '09. Though, you you just can't wait, you can always catch a glimpse of Alma and all the bloody violence later this week during PAX where we're told it'll be demoed on stage.

  • Project Origin pushed back to early 2009

    by 
    Jason Dobson
    Jason Dobson
    08.23.2008

    Project Origin, Monolith's everything-but-the-name follow up to F.E.A.R., has slipped on all of that spilled gore, sliding back from the game's previous fall release until sometime in early 2009. The news came from Project Origin art lead, Dave Matthews, who took time during the Leipzig Games Convention to break the news -- and fans' hearts – confirming that players will have to wait until the first quarter of 2009 to find out just what Alma has been up to. Softening the blow a bit, new details surrounding the upcoming shooter also emerged from last week's event, including news that the sequel will include more interactive and varied environments than those seen in F.E.A.R., while enemy A.I. has also been amped up as well. According to Monolith, the story itself will also be improved over the original, giving us all the more reason to think that maybe Project Origin is worth waiting for after all. Source – GC 2008: Project Origin Progress Report, IGN

  • New Warlock glyphs found in Wrath Beta build 8820

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.22.2008

    As Inscription is slowly built into a viable trade skill, Blizzard sneaks more and more glyph data onto the Beta server, even if none of it is directly available thus far. This build, MMO Champion discovered a nice selection of Warlock glyphs, and I have to say that most of them look pretty sweet. Of course, it's hard to say for sure on how good some of them are until we know for sure if PvE damage rotations besides Shadow Bolt spam will be viable in Wrath's endgame, but I'll assume they will be, for the most part. Let's check them out after the break.

  • Anti-Aliased: Scare tactics

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.20.2008

    Our MMOs are filled with all sorts of emotions -- the excitement of getting to the next level, the surprise of the item you desperately wanted dropping off of a boss, the intense rush of a player vs. player encounter, and the joy of exploration of these fantastic worlds.But there is one very specific genre and emotion that goes regularly unnoticed in our massively multiplayer gaming experiences. The genre in question isn't anything new to our gaming culture in the slightest, but it just seems that no MMO developer can make a game centered around it.

  • Warcraft Orc art on European ghost train ride

    by 
    Mike Schramm
    Mike Schramm
    08.18.2008

    Paul sent us this picture (thanks!) he saw on a ride at a traveling fair -- he doesn't say where he's from, but he does play on the EU realms, so we imagine this to be somewhere in the gypsy country of France (France has some gypsy country, right?), in among the carnies and popcorn. As you can see, it's everyone's favorite Warcraft image, "repurposed" into a scary ghost train ride. And if you click to embiggen the photo, you can see that it's not just Thrall on the sign. Apparently ghost train ride artists aren't scared by a little thing like copyright law.Of course, while non-Warcraft players would probably see a sign like that and think it's gross or scary, we know the truth: Thrall's a loveable badass. He's the guy you elected the supreme leader of Azeroth by a huge margin, so using him on a ride that's supposed to be scary kind of defeats the purpose. While most might leave that ride screaming in fear, we'll probably just leave it screaming, "For the Horde!"Update: I'm told that the art is not of Thrall but is instead Grom, something that has shaken me to the very foundations of the day I first bought Warcraft III. I always thought it was Thrall on the box cover. Oh well.Also, I apologize to Paul, our French readers, and the gypsies of the European continent. Paul didn't say where he saw this ride, and my overactive imagination pushed me to envision a traveling gypsy camp somewhere in the wilds of France. I meant no offense -- in fact, even though I'm a lifelong American (Midwestern, even), I feel a kinship with the traveling gypsies of the old country. That's probably why I thought it was them.

  • Warlock talent changes added to official talent calculators

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.04.2008

    For every major class mechanic overhaul in the Wrath Beta, there's also a few minor tweaks for other classes as Blizzard works on perfecting the new talents and class balance for release. Today, it's the Warlocks' turn. MMO-Champion has discovered a few changes to the official talent calculator for the Warlock. Check it out after the jump.

  • Project Origin's FEARsome E3 trailer

    by 
    Ross Miller
    Ross Miller
    07.13.2008

    A new trailer for Project Origin (a.k.a. "The F.E.A.R. sequel) has surfaced in time for E3 2008. It's got everything you expect: in-game cut scenes, bloodied walls, demons climbing on walls, robot war machines, and a girl on a swing. Your date with destiny is embedded above.

  • Video: Again, we begin to F.E.A.R. a swinging Alma

    by 
    Dustin Burg
    Dustin Burg
    07.13.2008

    Late yesterday, Monolith release a dark and fresh Project Origin trailer especially for E3. And while we're sure the main focus of the trailer is supposed to be the in-game footage, gory visuals and explosive action, we couldn't help but focus on Alma and her creepy as hell swing. Seriously. An evil supernatural being is scary enough, but when that evil entity is a little girl AND she's swinging on a swing under moonlight ... now that's messed up. Check out the new Project Origin E3 trailer after the break as we hope to get our hands on the game sometime during E3 this week and gauge whether or not swing sets play a major role in the storyline.

  • "We're going to need a montage."

    by 
    Allison Robert
    Allison Robert
    07.01.2008

    I hate arena. I'm pretty sure I realized I wasn't going to like it right around the time in Season 2 when I hit a nasty Priest/Warlock combo. They outgeared my own little team massively and knew it. Six of our ten games that week were versus this charming pair, and they reached a point somewhere around the fourth game where they'd kill my partner, Mind Control me, heal me to full, and then Fear me around endlessly while reducing my health inch by agonizing inch. A lot of PvP has the potential be extremely frustrating (she said, eyeing another Arathi Basin match with 4 Horde versus 15 Alliance), but that night was one of the few that has left me wondering whether bursting into tears or just going AFK for a sandwich while they amused themselves were the better option.So you might say that arena and I have had an uneasy relationship. I need arena for some PvE gear and to get people off my back about doing arena (it's a vicious cycle). Arena quite patently does not need me. And yet -- it remains the last great challenge before Wrath hits. It is the part of the game that I have yet to conquer, or even do anything other than suck horribly at. I'm a Druid, right right? Isn't there some sort of vague, hazy strategy involving HoT's and Travel Form and possibly Cyclone that makes us never, ever die? Some crap like that. And I owe it to the rest of my class to put a badly-played Druid back in arena to see if we can convince people to stop screaming for nerfs.So. I'm going to commission someone to write some compelling montage music for me, I'm going to BG every day for Season 2 gear, and I'm going to find me a partner with a (um) generous approach to what constitutes "advancement." There's a lot of talk around the forums about the gear gap being too horrible to overcome and the ratings requirements being a barrier to newbie entry. I'll play your game, you rogues. Let's see whether a total scrub still stands a chance. Ratings Watch: 1500

  • WWI '08 Panel: Warlock

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.28.2008

    Warlocks got a few mentions at this morning's WWI class panel, not only with confirmation of some previously mentioned spells in the form of Demon Form and the Demonic Circle, but in relation to the Mage, confirming the eternal struggle that seems to go on between the two classes. Still, what these mentioned changes do for the class, I believe, is mostly unclear. Demon Form and Damage Demon Form, otherwise known as Illidan form to the dev team, is something that a lot of Warlocks having been asking for for quite some time. Admittedly, it's pretty cool. Being able to morph into a Demon and gaining temporary access to a whole new skill set to devastate the enemy with? Yeah, I can't see that not being fun. But the question remains: How will it perform?%Gallery-26320%

  • Scared stiff: Why should we care about Project Origin?

    by 
    Jason Dobson
    Jason Dobson
    06.26.2008

    If Silent Hill taught us to be afraid of fog and Fatal Frame was quite clear in its mandate that ghosts are not to be screwed with, Monolith proved with a little acronym called F.E.A.R. that little girls are truly freaky. The much vaunted PC shooter married run-and-gun gameplay with survival horror in a way that, while not being terribly unique, still managed to achieve a synergy wholly uncommon in video games. However, shortly after F.E.A.R. landed on retail shelves in 2005, Monolith parted ways with BFF publisher Vivendi, a move that left all but the game's name in the hands of the developer, forcing the studio to re-brand its IP. And in 2007, Monolith turned to the gamer community, asking for creative types to submit ideas for what the sequel should be called. The result, as it turned out, was Project Origin. But even with a name for its new baby, the question remained, and admittedly still lingers, as to if Monolith can recapture the lightning in a bottle that was F.E.A.R. To this end, we recently cornered designers Craig Hubbard and John Mulkey to ask them both why we should care about their latest offering. %Gallery-26247%

  • Hybrid Theory: Shadow Priests and the Wrath Alpha

    by 
    Alex Ziebart
    Alex Ziebart
    06.08.2008

    Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.I really thought my excitement over Wrath of the Lich King would fade after the initial onslaught of alpha information and just come back around launch time, but that hasn't really been the case. It's been a pretty consistent type of excitement, and I pretty much devour every piece of information I can find.We've talked about Druids already, but while I love Hybrids in general, my Shadow Priest is my main and my first love. Yes yes, I'm sure some of you still disagree with Priests being Hybrids, but I'm of the opinion that they are so I shall continue. If you want to disagree, do so in the Comments section below. I adore playing my Shadow Priest, but I think all Shadow Priest players agree with me when I say there are some definite issues with the class on some level or another. Why don't we take a seat and see what might be on the devs' minds, eh?

  • New Project Origin video compares, gushes blood

    by 
    Jason Dobson
    Jason Dobson
    05.21.2008

    While some may look to water and its undulating physics as the standard for current gen eye candy, developer Monolith's yardstick is apparently a tad more crimson. The studio has released a new video for its F.E.A.R. follow-up, Project Origin, showing off the way blood will be handled in the upcoming sequel by comparing the previous game's visceral cherry mist to what can be best described as Project Origin's syrupy goop. On the game's recently launched community website, Monolith FX guru Mark Wood explains some of the work that went into the project's interesting, if messy, take on in-game gore. Writes Wood, the team is working to make the blood "visible from far away, while still feeling meaty and satisfying at closer range," something he concedes was lacking in the original F.E.A.R. The end result looks a bit like blasting strawberry jelly out of a bad guy, which in all honesty should be reason enough to get you to watch the video below.

  • How to convince tanks to PuG

    by 
    Allison Robert
    Allison Robert
    05.15.2008

    I'm getting back to WoW Insider after a month's real-life-related absence and have been spending some time playing catch-up on the site. One of the articles that caught my attention was Matt Rossi's popular "One reason tanks won't PuG," in no small part because I play a tank and my own PuG runs have been few and far between of late. My main, a Tauren Druid, respecced from balance to feral at level 69 because there were so few tanks on my server, and I literally spent months and months tanking PuG's to get experience and gear. During that period I saw everything from rogues rolling on +healing maces to warlocks needing on tanking cloaks, and I learned that you never can tell what you're going to get from a PuG. Yes, you'll get hunters who can't trap, mages who never resheep, rogues who mistakenly believe they leveled a warrior, and priests who Power Word: Shield you straight off the pull -- but you'll also find people who know their class well, or are in the process of learning just like you are, and who are fun to be around. I have now killed Illidan with a contingent of people who showed up to my PuG's back when I was a wee lolbaretank in quest greens and Heavy Clefthoof, so as a matter of personal experience I think PuG's are a somewhat underrated way to meet people who will later turn out to play crucial roles in how you experience the game.I don't PuG as frequently anymore due to time constraints and increased time spent leveling alts, but I still hang out in LFG from time to time for the pure enjoyment of meeting new people. Yes, it is often difficult to PuG tanks and healers (I would submit, as someone who typically tanks or heals in dungeons, that it is also difficult to PuG skilled DPS), but a lot of people could make it easier on themselves than they do. If you're having problems finding a tank or healer for your PuG's, try these.

  • Player vs. Everything: Fear is the missing ingredient

    by 
    Cameron Sorden
    Cameron Sorden
    05.14.2008

    When I was playing EverQuest in the Kunark-era days there was one item that stood head and shoulders above all the others for me: the Fungus Covered Scale Tunic (affectionately called "The Fungi"). It was the ultimate twink item, allowing you to regain your health at a rate unheard of in the days when long rest periods between each minor battle were the norm for solo players. The Fungi was something I lusted after, wished for, and dreamed of, but I was never able to actually lay hands on it during those days, due to the extreme difficulty of obtaining one. If you wanted one, you had to take a full party of maximum level characters into an exceedingly dangerous area, far from the reaches of civilization, and fight your way to a rare spawn deep in the ruined city of Old Sebilis. Very rarely, he would drop the prized Fungi, which you could then pass on to your low-level alts or sell on the open market for hundreds of thousands of platinum pieces. Other than the fact that it was a fantastic twink item, what made the Fungi so compelling? It was that you really had to risk something to get it. EverQuest, with it's naked corpse runs, experience loss on death, and horribly dangerous dungeons, made adventuring into a real adventure. Getting to Old Sebilis required traveling across several dangerous and hostile jungle zones in the forgotten continent of Kunark, far from the nearest hub of civilization. Dying in the depths of Old Sebilis was a sickeningly punishing experience in those days -- something you avoided at all costs. When a battle started going sour, you could feel your hackles rising, panic setting in, and a real sense of fear that made victory that much sweeter and death a soul-crushing experience. Is that sense of fear something we're missing out on in the modern MMOG?