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  • MMOGology: Control yourself!

    by 
    Marc Nottke
    Marc Nottke
    02.18.2008

    Another day, another MMOG canceled. In case you missed the news, Microsoft recently announced their abandonment of the Marvel-based superhero MMOG under development by Cryptic Studios. Gamespy recently posted a roundtable discussion that speculated on the reasons for the cancellation of this once highly anticipated game. During the discussion, Gamespy staffers cited possible cancellation reasons such as Microsoft's unrealistic monetary expectations (based on the high bar set by World of Warcraft), an unwillingness on Microsoft's part to develop and innovative within the genre, and an inability to implement a successful product on both the PC and Xbox 360. The element of the discussion that intrigued me most dealt with the difficulties encountered when MMOGs try crossing the console barrier. One of the prohibitive elements to a successful console implementation is the incompatibility between PC and console controls.Most major, mainstream MMOGs like Lord of the Rings Online, World of Warcarft, and Everquest have complex interfaces organized in a very flat, context-free structure. Movement, combat and non-combat functions are accomplished via the classic mouse and keyboard control combination. Most functions, especially in regard to combat, are accessed via a string of action functions located on "hot bars" or "skill bars". These functions can either be clicked upon directly with the mouse or bound to specific keyboard keys. Although there are occasional exceptions, each key has only one particular function, regardless of the player's situation within the game. Compare the large number of actions located on skill bars to the number of buttons available on a standard PS3 or Xbox 360 controller and you can easily see where basic interface design decisions just don't correlate well between consoles and PCs. It's not that one interface is better than another; they're just inherently different. In attempting to build a game that works on both PCs and consoles you've got to design to the least common denominator. If the console's controller can't support 50 buttons for different actions or can't accommodate quickly selecting actions via a heads-up-display, then you've got to streamline the experience or make it more context sensitive and intuitive. This act of streamlining an interface can only serve to benefit both console and PC gamers in the long haul.

  • Alone in the Dark tech demo shows gameplay, actual enemies

    by 
    Griffin McElroy
    Griffin McElroy
    02.16.2008

    Finally, the rumors that the latest chapter in the Alone in the Dark series would be completely devoid of all life have been squelched by a tech demo for the game, released today. Not only does the video show off the intriguing "Real World Rules" engine (not to be confused with the Real World/Road Rules engine), it gives a small (okay, minuscule) sampling of some of the enemies you'll be going toe to toe with as you wander through Central Park like an acid-addled tourist.Alright, we're done making fun of this game. Between the gorgeous lighting, the innovative inventory management system, and the seemingly endless weapon creation capabilities the game will provide, we must say that our interest is piqued. Hopefully the next episode in the series of tech demos will shed light on further Macgyverisms.

  • Taking down the bosses in Patapon

    by 
    Chris Powell
    Chris Powell
    01.11.2008

    Sure, Patapon happens to be one of the cutest games we've ever seen, but that doesn't mean it's going to be a cakewalk. Just take a look at this newly released gameplay video featuring one of the game's bosses. Defeating your foes will consistently hitting the correct button combinations to order your pint-sized tribesmen to attack, defend and advance through the level.We just can't wait to get our hands on this game when it releases in February.

  • WeGame makes gameplay video sharing easy

    by 
    Kyle Orland
    Kyle Orland
    01.09.2008

    GameTrailers, GameVideos, YouTube ... it's not like we're hurting for ways to watch video game clips online these days. So today's public beta launch of WeGame.com might seem a little redundant. But there are a few reasons we like this new little site.For one, the site is focused on entertaining gameplay videos and machinima, not gameplay-free promotional "trailers" or gamers cursing about NES games. For another, it comes with a simple, free tool for easily recording video from 22 popular PC games and uploading it to the site. And with $500,000 in venture capital funding, according to CrunchBase, this isn't some fly-by-night operation.The beta already has some entertaining clips -- we particularly liked the automotive zombie melee and the clip of heavy firepower in Portal. All we need now is a way to record console performances, then we'll be golden. WeGame staff ... get on it!

  • MMOGology: Keep it simple, stupid

    by 
    Marc Nottke
    Marc Nottke
    01.07.2008

    I've been playing a lot of Dungeon Runners lately. Doing so has reminded me that simplicity can be a very good thing. With the exception of its tongue-in-cheek nature and the ability to cross-train class skills, there's nothing particularly original about DR. It's your standard medieval hack and slash RPG in the vein of Blizzard's single player classic, Diablo. Quests are easy to obtain and complete thanks to a rip off of World of Warcraft's quest system. Combat is even simpler than WoW. You left click on a monster to attack and right click to use an assigned special move. Occasionally you press a number key on your hotbar for an additional attack or ability. That's about it for the first ten levels or so; and perhaps the entire game. You might think this simplistic gameplay would get old quickly, but it's the straightforward and simplistic nature of DR's gameplay that make the game so appealing and so fun. It hearkens back to simpler days of gaming and reminds me that just because a MMOG is complex, it doesn't necessarily make it deep, fun, challenging (in the right way), or good. Sometimes complexity is just complexity. Many modern MMOGs require players to interface with the game using multiple hotbars, key bindings and macro scripting. WoW even supports a multitude of user created interface add ons. In the instance of macros and interface add ons, it often feels like you're helping to program the game to make up for it's design deficiencies. The fact that not all users utilize these optional extras can leave uninformed players at a disadvantage, especially in PvP. Macros and adons can be fun to experiment with and I'm glad that Blizzard typically supports the community of developers that create such additions to the game. But, why should players be expected to spend time researching a game's "bonus features" and assisting in its development in order to play it properly? Personally, I'd rather spend my free time actually playing the game. Is it too much to ask for a game that just freakin' works right out of the gate? A game that you don't have to modify or spend hours researching prior to playing. With DR, you can sit down for twenty minutes and enjoy some carefree hack and slash without investing hours of research in PvP strategy guides, talent calculators, quest guides, or scripting tools. You simply play a game. What a concept!

  • Dream of Mirror Online's cel-shaded look works for it

    by 
    Mike Schramm
    Mike Schramm
    12.19.2007

    Our own Tateru Nino has been covering Dream of Mirror Online pretty well (both with a nice hands-on and coverage of the problems with EU players), and now Keen (of Keen and Graev) has written up a few of his own impressions of the game as well. He doesn't go nearly as in-depth as Tateru's hands-on (just mentions that there are a few "kill x boars pigs" quests), but he does talk about how the cel-shading and stylization of the graphics is a real boost for the game, both in terms of playability (the low system requirements are great for pulling in casual players) and in terms of feel. Both Tateru and Keen felt that the world was really alive with characters and story.My original concern with the game was that the gameplay would end up "as cutesy as the graphics are," but according to what we've heard, it's actually pretty in-depth. Anyone else given the world of DOMO a try?

  • Exactly when did you get hooked?

    by 
    Akela Talamasca
    Akela Talamasca
    12.15.2007

    Starting a new game is exciting, especially if it's one you know nothing about. When I look at the long, long list of MMOs available on the right-hand side of Massively's page, inwardly I give a little squeak of joy -- so many new experiences! I manage to forget how many of those experiences will reveal themselves as minor variations on a theme -- hack, slash, heal, quest, level up.Yet there's something that keeps me signing up for more, in search of that elusive something that means a given title is worth investing some time in. But what, exactly, is that crucial element? What aspect of gameplay is the eye-opener? Is it the way a quest's story unfolds? Is it a particular gameplay mechanic? Is it the character customization system? Is it, for heaven's sake, the ding? Hit me with what makes you keep an account, when other games lose you.

  • The rise of Warbook and other casual social games

    by 
    Mike Schramm
    Mike Schramm
    12.13.2007

    I've been playing this brand new MMO with my friends lately. Already, I've formed alliances, earned millions of gold, commanded thousands of soldiers and wizards, and collected a kingdom of thousands of acres of land. And yet I've never seen any of it in person, and in fact, I've never left my browser. What MMO is this? Warbook. We've already questioned whether Facebook is an MMO, but what about all those little game that live inside Facebook? I have to admit, I've been losing tons of time and productivity lately to Scrabulous and Pet Dragons, but no Facebook game has claimed my imagination as much as Warbook.And I'm not alone. The game has spawned guides, a wiki, and according to this piece by Dean Takahashi, the company that runs Warbook has garnered a billion page views in 90 days. The game's Wikipedia page claims 140,000 active users, and 750,000 total players. That's big time.The game itself has a little ways to go-- the core gameplay consists of amassing gold in real-time, and using it to build up your kingdom or army, which you can then use to attack other players for a simple XP system. It's your (very) basic empire building game with a few RPG elements thrown in, except that the fact that it's integrated into Facebook turns it into a very massive and persistent multiplayer world. Fascinating stuff. Warbook is just the beginning of something much bigger (basically, the creators are leveraging popular social networks directly into casual MMO gaming), and it will definitely be fun to see what this means for the MMO industry at large.

  • MMOGology: A link to the future

    by 
    Marc Nottke
    Marc Nottke
    12.03.2007

    After a discouraging bout of the level 70 blues I took the advice offered by a few of my readers and took a break from World of Warcraft. I think my break lasted a whole two days. However, during the brief hiatus from Azeroth I returned to another world I love, the world of Hyrule. I had progressed a little over halfway through the latest Zelda game, Twilight Princess, before other distractions pulled my attention elsewhere. Playing Twilight Princess was exactly what the doctor ordered. It only took a few moments until the Wii controls felt natural again and I was working my way through a dungeon in the Gerudo Desert known as the Arbiter's Grounds. One thing I've always loved about the Zelda series is the ingenious environmental puzzles. Nothing makes me feel smarter than successfully navigating a dungeon full of traps. A defining aspect of most Zelda dungeons is that you receive a new tool in almost every dungeon that aids in solving puzzles. When the new tool is introduced you get a great "aha!" moment and soon you're employing that new tool in clever, inventive ways. These tools, like Link's boomerang, bow, hookshot, or in the case of the Abiter's Grounds, the spinner (which you ride on), allow you to either manipulate or navigate the environment, often in unexpected ways. For example, in the Goron Mines dungeon you use Link's iron boots in conjunction with giant magnets to walk up walls or on the ceiling. This type of inventive gameplay is something you typically don't experience in an MMOG and as I played through Twilight Princess I couldn't help but think, why isn't this game an MMOG? Now, let me say that I would never want The Legend of Zelda to disappear as a single player game; but the world of Hyrule and the aspects that make Zelda a great single player game could make a really interesting massively multiplayer game. There is an intriguing mythical world, fun and useful items, real-time combat, the joy of discovering new lands, and those clever environmental puzzles. Most of these gameplay elements could be easily integrated with standard, current generation MMOGs, and then expanded upon to bring the unique, interactive Zelda experience to the MMOG community.

  • Watch some more Super Mario Galaxy gameplay (you know you wanna)

    by 
    Candace Savino
    Candace Savino
    11.02.2007

    Here we are, throwing even more Super Mario Galaxy goodness upon you. At this point, you probably won't even have to buy the game with all the footage you've seen.Of course, videos like these tend to have the opposite effect and make us want the game more than before. What a vicious paradox.The video embedded above is just a short trailer, but there's heaps of SMG action with some new (and old) environments to check out after the break.

  • New SOCOM: Tactical Strike vids awesome in several languages

    by 
    Chris Powell
    Chris Powell
    10.30.2007

    After reading Andrew gush over SOCOM: Tactical Strike like a schoolgirl with her first crush, it's hard not to be intrigued at Sony's upcoming tactical shooter. To add to that excitement are these new gameplay videos, which, not only feature the game's impressive squad-based gameplay, but also its multi-language voice acting for our international friends out there. Pretty cool stuff.

  • Wii Warm Up: Clocking time

    by 
    Alisha Karabinus
    Alisha Karabinus
    10.19.2007

    It's been almost a year since the Nintendo debuted, and we've been faced with a number of games into which we might sink all our free time. But which one have you played the most? Twilight Princess? Metroid Prime 3? Perhaps even just Wii Sports? Maybe you have a particular thing for SSX Blur or the Godfather. No matter what it is, we want to know what's spent the most time in your Wii.

  • Getting in on the Brawl, direct from Nintendo's presser

    by 
    David Hinkle
    David Hinkle
    10.11.2007

    The crew at IGN sat down to throw down in some Smash Bros. Brawl earlier today, taking care to write up their impressions and upload some video of the happenings for all of the internet to see. Available to those lucky enough to try the demo are 14 different characters and 10 different maps, allowing those to play the demo as Mario, Link, Samus, Donkey Kong, Diddy Kong, Fox, Pikachu, Pit, Meta Knight, Ike, Yoshi, Peach, Bowser and, recent newcomer, Sonic. Also of note, the demo allowed players to use the Wiimote to control the action or the Classic controller. Some of the crew at IGN preferred the Wiimote, for the use of the d-pad, while others chose the analog control of the Classic controller. Were it us, we'd go Classic as well.Hit up past the break for some more footage.

  • Friday Video: That's some Spirited gameplay

    by 
    Alisha Karabinus
    Alisha Karabinus
    09.21.2007

    You may have noticed that we're a little into Bangai-O Spirits. Luckily, it seems that we're not alone in lusting after every scrap of media we can find on the upcoming DS game. And sure, we may have already shown you a trailer earlier today, but this is nothing but gameplay footage straight out of Tokyo. We love it, and we can think of no better use for this week's video spotlight.

  • TGS07: NiGHTS gameplay video swoops in to save the day

    by 
    Alisha Karabinus
    Alisha Karabinus
    09.20.2007

    It's no secret that Wii games (heck, insert your Nintendo system of choice there, really) often look better in motion than they do in screenshots. Even Metroid Prime 3 had its jagged moments in stills pre-release, but once we saw it in our living rooms, all doubts and questions disappeared forever. So it shouldn't come as a surprise that NiGHTS looks absolutely amazing in this latest gameplay footage. Sure, we've seen some real inconsistencies in screenshots, but this footage is not only lush and beautiful, but it serves as a lovely send-up of the original. We've read a lot of impressions from various sources this morning as well, and people seem universally pleased with the title, except for one issue -- the framerate seems a little slow. Otherwise, the game seems to move and control like a dream. One of our Joystiq operatives on the spot reports that reps on hand stated that there are no motion controls in the game, but we're also being told that there may be multiple control schemes. We hope to clarify just exactly what's going on here soon.[Via NeoGAF]

  • A Wonderful World of complicated gameplay

    by 
    Alisha Karabinus
    Alisha Karabinus
    08.09.2007

    There is a lot going on in this world, and throwing down with multiple characters at the same time is pretty much our exact idea of "wonderful." Certainly we like the art style, but it's the seeming challenge of controlling two characters with two distinct control schemes that has us peeking around for more word on a localization timeframe, because we're not ready to attempt that language barrier, despite how intrigued we are. It's a Wonderful World is currently out in Japan, and hovering near the top of weekly sales charts.

  • WoW Moviewatch: Starcraft 2 gameplay from BlizzCon

    by 
    Amanda Rivera
    Amanda Rivera
    08.04.2007

    Yesterday at BlizzCon it seemed to be all about Wrath of the Lich King at least as far as announcements are concerned, but Blizzard will soon be releasing Starcraft 2, and BlizzCon attendees were the first to get a chance to play the game. WoW Radio gave us their take on the SC2 gameplay. I know what I got to see of the Starcraft 2 new AI looks amazing, and I am hoping to get a chance to sit down with the game myself today.

  • Extended gameplay video for Gundam 0079

    by 
    Alisha Karabinus
    Alisha Karabinus
    07.30.2007

    At least one fan is super-pumped about the recent Japanese release of Mobile Suit Gundam MS Sensen 0079. YouTube user gevurah22 uploaded seven minutes of footage from the title and encourages everyone to import with a quickness if they can. Quality isn't the highest, but it does offer an extended look at the game for those who are considering picking it up if (when?) a US release is announced. %Gallery-5185%

  • The ins and outs of totem placement

    by 
    Mike Schramm
    Mike Schramm
    07.24.2007

    I love playing a Shaman, and one of the main reasons is the unique gameplay of totem buffs. Paladins can buff just as well as we can (if not better-- those blessings are very nice, I'll admit), but no other class can just slam down a totem into the landscape, and either buff a group or damage mobs instantly. There's a whole other strategy, as kayholder is finding out, to totem placement, and it's different from almost everything else in the game.To answer her question, I don't lay all my totems every fight, but there are a few totems-- as a Resto/Ele Shaman, I try to have Wrath of Air and Mana Spring out-- whenever possible. At the highest levels, totem buffs are really powerful-- most melee people love Windfury, but Strength of Earth is a real boost to DPS as well as block for tanks. Her shaman is playing along with a Shadow Priest, so the Mana totem will be a big help, and Wrath of Air will boost both his shocks and her spells. As for placement, the comments on LJ are right-- she should have him lay totems down, and then pull mobs in one area to that place, in order to get the most use from them.But even in larger situations, I love how totems work-- I love coordinating with my group what totems will be dropped, and I really enjoy paying attention to where my group members are in order to place the totems correctly. If I'm in the MT group, I run up with him to get Strength and Windfury down near him, and then move back to the caster group to put Mana down. When I drop Mana Tide (which I have, since I'm Resto), I always do a shout out to the casters in my group that "Mana is going down near me," so they can move in to get the bonus (the new animation helps a bit for that). Totems are definitely a unique way of laying down buffs, and I really enjoy the extra element of gameplay they add.

  • Today's full of stuff video: Beautiful Katamari

    by 
    Zack Stern
    Zack Stern
    06.17.2007

    While we fear the series has run its course -- and rolled up the shark -- seemingly Xbox 360 exclusive and XBLA downloadable title Beautiful Katamari wins us over for today's video pick. The extended gameplay clip looks nearly the same as what we remember from the PS2 until the camera keeps pulling back and the Prince rolls up countries and continents. That's a big katamari, full of so many dreams and so much stuff.See the video after the break.