h1z1

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  • H1Z1 boasts 150-200 early access servers, including 'carebear' servers [Updated]

    by 
    Bree Royce
    Bree Royce
    01.13.2015

    In preparation for the early access launch of zombiebox H1Z1, SOE's John Smedley has been busy on social media. Over the weekend, he asked Redditors for suggestions for 50 zombie-themed server names. Last night on Twitter, he indicated that the game will have far more servers come Thursday: looking like we'll have 150-200 H1Z1 servers on 1/15. [9:19 PM - 12 Jan 2015] we'll be announcing the distribution of them (i.e. rulesets, etc) in the next day or two. I think people will be happy. [9:19 PM - 12 Jan 2015] even the disgusting PVE carebear servers will be ready day 1. I'm not happy about that but people tell me I need to get over it. [9:20 PM - 12 Jan 2015] Don't worry, PvE players who've been buying SOE MMOs for 16 years. We're pretty sure he was kidding. H1Z1 early access launches January 15th. Smed has previously warned players that they should "NOT BUY EARLY ACCESS" if they are hoping for a completely finished game, but given the number of servers, we expect no one is listening to that advice.

  • Perfect Ten: New MMOs to watch in 2015

    by 
    Justin Olivetti
    Justin Olivetti
    12.27.2014

    As I've done for 2013 and 2014, I'm going to use the turn of the year as an excuse to look ahead at what MMO releases we may have to look forward to enjoying in the next 12 months. As always, it's a mixture of research, guesswork, and weeks of anguished ranking to come up with 10 titles that I think will define the new year. After the huge launch year we had in 2014, 2015 will most definitely be a smaller year for big-name releases. That doesn't mean it will be a complete write-off, but perhaps it will challenge us to look beyond the heavy hitters to find more diamonds in the rough. A couple of notes before we launch into the list, if you please! First of all, I limited this list to MMOs that at least have a shot of launching in 2015; games that are popular but are definitely not going to make it this year had to be excluded. Second, I am expanding the "honorable mentions" section this year to include more upcoming MMOs and my brief thoughts on them. So you are really getting 50 games for the effort of reading 10! You are welcome.

  • H1Z1 brings the zombie apocalypse to Early Access in January

    by 
    Earnest Cavalli
    Earnest Cavalli
    12.09.2014

    Publisher Sony Online Entertainment has announced that its upcoming, open-world zombie apocalypse MMO H1Z1 will debut on Steam's Early Access service on January 15. Normally this is where we'd warn you that Early Access games are, by definition, not complete and anyone purchasing access to an Early Access release should be aware that they're likely to encounter technical problems. However, SOE president John Smedley already did that, yesterday on Reddit. "What you'll be playing January 15th is a really fun game, but it's early," Smedley wrote. "It's everything Early Access should be - a fun and compelling game that isn't finished. Our goal is to have you help us finish it and have it be a game we can build a large community in over time." If you're wondering how H1Z1 will stack up against the reigning king of the online zombie apocalypse subgenre DayZ, Smedley addresses that, too. "Is H1Z1 going to be better than DayZ [at launch]? No it won't," he admits. "We'll get asked that question a lot and I wanted to be up front about it. We're not as feature rich and they have a lot of really cool stuff we just don't have yet. That being said, we're also a different game. We're an MMO and our goals are to create a large scale world that gives you the incredible feeling of being a survivor in a zombie apocalypse." When it arrives on Early Access, H1Z1 will feature a $20 price tag. [Image: SOE]

  • H1Z1 early access available January 15

    by 
    Jef Reahard
    Jef Reahard
    12.08.2014

    SOE's H1Z1 zombie sandbox is coming to Steam early access on January 15th. CEO John Smedley posted the news to Reddit a few moments ago, and he was quite specific about who should purchase the title in its current form. "Is it going to be a finished game? Absolutely not. If that's what you're expecting, DO NOT BUY EARLY ACCESS," he wrote. "The goal here is to let you in early and help us mold it into a game you want to be a part of for quite a long time." Smedley went on to mention the entry-level price point ($19.99) and he also addressed comparisons between H1Z1 and Day Z. "Is H1Z1 going to be better than Day Z day one? No it won't. We'll get asked that question a lot and I wanted to be up front about it," Smedley explained. "We're not as feature-rich and they have a lot of really cool stuff we just don't have yet. That being said, we're also a different game. We're an MMO and our goals are to create a large scale world that gives you the incredible feeling of being a survivor in a zombie apocalypse."

  • H1Z1 talks about the details of animations in new video

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.08.2014

    You probably don't spend a whole lot of time thinking about the animations of your favorite game, but they're still important. H1Z1's latest dev spotlight video highlights senior artist Dave Carter, the man behind motion captures and animations in the game, and he talks at length about what is in the game and how much influence animation has upon elements in the game. For example, adding zombies who can climb over vehicles and through windows is a balance issue, but it's also an animation issue; the developers can't add one without the other. Carter also discusses the existing animations in the game and some of the flow between them in the video. Although the animations aren't completely finished, the motion capture sessions have taken place and the team is fairly far along in bringing the game into motion. Check out the full video just past the break.

  • H1Z1 dev vid talks cities, barricades, and more

    by 
    Jef Reahard
    Jef Reahard
    11.22.2014

    SOE has published another H1Z1 dev spotlight vid. Environment artist Ruby Opfer is your host, and she spends the clip's three-minute running time expounding on various fan-submitted questions. Want to know about the zombie gankbox's underwater exploration potential? What about cities and the ability for players to take them over? How about structural barricades and whether or not you can line your bunker with crafted wooden spikes? All these questions and a few more are touched on just past the break.

  • H1Z1's audio is a key part of its immersion

    by 
    Justin Olivetti
    Justin Olivetti
    10.31.2014

    When done right, you hardly ever consciously acknowledge a game's sound, but when it's missing or done poorly, it can jar a player out of desired immersion. In a dev diary posted today, H1Z1 Technical Architect Greg Spence talks about the sound of the game and demonstrates a few tests. "So much goes into making these sounds seem realistic beyond just choosing an audio file to play," Spence explains. "Taking into account your surroundings, whether you are inside or outside, what type of ground you are on, time of day, and even weather can play a big part in the final thing you hear." Spence discusses sound effects, environment sounds, and, of course, music. You can check out the audio test videos after the break!

  • SOE provides Halloween makeup tips

    by 
    Justin Olivetti
    Justin Olivetti
    10.28.2014

    File this under "No, we are not making this up." The team at Sony Online Entertainment has put together a series of five instructional videos to show you how to use makeup to look like your favorite in-game characters this Halloween, including EverQuest's Firiona Vie and an H1Z1 zombie. We've got all five videos after the break, although by the looks of some of them, you'll probably best be served by having a professional makeup consultant from a special effects company on hand -- and a lot of cold cream for afterward.

  • H1Z1's senior designer on item degradation, crafting, and more

    by 
    Jef Reahard
    Jef Reahard
    10.03.2014

    SOE has released a new H1Z1 dev spotlight video. The dev in question is one Paul Carrico, senior game designer on the open world survival sandbox. Carrico spends the vid's four-minute running time fielding fan-generated questions, one of which pertains to crafting. "Crafting can get really deep," he says, before giving an example of makeshift weapon fabrication. Carrico also mentions ammo variation, though he says that flaming, exploding, and poison-tipped arrows will have to wait until after H1Z1's early access goes live. Finally, Carrico talks about item degradation, which will affect everything from weapons to structures to tools. Click past the cut to watch the full clip.

  • PlanetSide 2: Tramell Isaac out, Bill Yeatts in

    by 
    Justin Olivetti
    Justin Olivetti
    10.01.2014

    PlanetSide 2 is losing one of the most public faces of its team but will be replacing him with another well-known figure from SOE. Senior Art Director Tramell Isaac announced today that he will be leaving SOE for a new opportunity. "I've had a blast working with you guys all these many months. I will certainly miss you all," he wrote. However, Isaac said that he's leaving his position in good hands, as former H1Z1 Art Director Bill Yeatts will be stepping into the role: "Bill was on the PS2 team from start to ship so he is very well versed in what is and is not PlanetSide 2. He is running the show now and he may contradict some of the 'rules' I set in the past, but that is now his prerogative." Isaac is moving over to Boss Key Productions to become that studio's art director.

  • How 'feel' trumps realism in H1Z1's weapon design

    by 
    Bree Royce
    Bree Royce
    09.29.2014

    H1Z1 Senior Game Designer Jimmy Whisenhunt has penned another dev blog about SOE's inbound survival sandbox, this one aimed at weapon design, starting with the modeling and rigging process. Animation design in particular, he says, is critical. "A huge part of the tuning process that is commonly overlooked in FPS game development is how a weapon reacts to in-game actions," Whisenhunt explains. "Design and Animation have to be in lock-step for a successful feel in combat; we need to have the same vision to ensure a solid experience for the player." He also discusses recoil and shooting mechanics and how "feel" can trump realism. "We've mentioned in the past that we want to avoid tuning and creating things simply because they 'that's the way it is in real life,' which means I get to take to take a realistic ballistic and weapon recoil feel and make it feel satisfying and fun. Typically the gravity of projectiles in real life doesn't fit the intended play experience we seek out. After all, the weapon feel and functionality has to fit our world design as well as Zombie and Player combat." The full dev blog is on the official site. We took a look at H1Z1's art and lighting effects last week.

  • How graphics will help H1Z1 set a creepy mood

    by 
    Bree Royce
    Bree Royce
    09.26.2014

    Do you care a whole lot about graphical fidelity when you're running away from shooting zombies in the face with a sawed-off shotgun? Fabulous; we have just the video for you. SOE has just posted a Q&A video featuring H1Z1 Art Director Bill Yeatts, who fields player-submitted questions about the upcoming zombie-survival-sandbox's graphics. Yeatts explains how SOE chose H1Z1's art style, how that art style will evolve as early access approaches, and just how he plans to make the game look and feel really scary (obviously, a zombie plague isn't terrifying enough). Enjoy the dev spotlight below.

  • Perfect Ten: Terrible, terrible MMO names

    by 
    Justin Olivetti
    Justin Olivetti
    09.20.2014

    A catchy, vivid title is essential to getting your game noticed and establishing a strong brand. Yes, we as gamers will get used to pretty much any dumb name (unless it's Daikatana), but a great one allows us to mention it in polite society without getting spat on or rejected for dates. The best MMO names in my opinion are single words that sound cool or conjure up a strong association. I'm less fond of ALL CAPS ACRONYMS and any game that can't be more inventive with its title than to put "Online" after it. For the most part, MMOs play it safe and boring with titles, with only a few outliers in the awesome or terrible fringes. Today, we're going to examine the latter. I want to make a couple of quick qualifiers here. I'm not judging these games by their names; an MMO can be good or bad independent of how silly its name is. And while I know that some of these names make more sense in context, I generally feel that if I have to have it explained to me, then it's a fail.

  • H1Z1 takes out starting axe based on player feedback

    by 
    Justin Olivetti
    Justin Olivetti
    09.05.2014

    This past month's conventions and player hands-on have been influential to the development of H1Z1, according to a new post today by Senior Game Designer Jimmy Whisenhunt. "After much discussion and some debate, we decided to make several targeted and deliberate changes to how the player will be dropped into our world," Whisenhunt wrote. "One of the biggest changes we've made is to the starting equipment your character spawns into our apocalypse ridden world with. Being a massive sandbox MMO without XP patting you on the back, progression mechanics have to feel solid and early game combat needed to be more challenging." The biggest change revolves around the removal of the starting axe in order to get players more involved in crafting, exploration, and combat paths. Instead, players will fight with their fists, which can actually trigger combos if done right. Another significant change is the decision to spawn weapons on top of counters and crafting items inside of objects so that finding weapons on the fly is easier to do.

  • The Game Archaeologist: Ironman modes and elective permadeath

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    One facet of video games that's been around almost since the very beginning is the difficulty level. This has allowed the player to choose how hard or easy a game would be from the onset, influencing factors such as the number of enemies, hardiness of bad guys, fragility of the player character, and available loot (or lack of it). I used to love how some of those '90s shareware titles would mock me for picking easy, sometimes portraying my character wearing a baby bonnet and sucking its thumb. Real gamers, the devs implied, go tough or go home. With a few exceptions, MMOs operate on a fixed level of difficulty for all of their players. Instead of assigning blanket difficulty client-side, the game world portions difficulty into areas, usually according to level or activity. Some games have instances with adjustable difficulty levels, but past that what you get is also what I get. This might be changing. A very fringe but dedicated group of players have championed such ideas as elective ironman and permadeath modes for their MMOs, and at least one studio is responding positively to that desire. Would you choose to make your MMO experience harder than everyone else in exchange for nothing more than a bigger challenge and a more "realistic" experience?

  • H1Z1 on PS4 planned to follow a steady PC release

    by 
    Xav de Matos
    Xav de Matos
    08.30.2014

    Sony Online Entertainment's zombie-survival online game H1Z1 must first find stable footing on PC before the game begins to take shape on PS4, Senior Game Designer Jimmy Whisenhunt tells Joystiq. Months after being announced with a promise to launch on Steam Early Access, H1Z1 is still in closed testing. Whisenhunt says his team doesn't want to rush to market, instead setting a goal to release a game to Early Access that's as technically stable as it is fun. "I would love to have it next week," Whisenhunt laughs. "The thing about [Early Access] is the community takes a look at a bunch of streams and says 'It looks really cool. It looks playable. Please release it.' But our concerns aren't the shiny things, it's making sure that our server isn't going to ... look, we know we are going to have a server issue within the first week of Early Access," he admits. "We do want to make sure that we're ready to respond to that the right way."

  • PAX Prime 2014: Going on a deer hunt in H1Z1

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    The time was just before dawn, with colors muted by the limited light. I silently roamed through fog banks, looking for a quarry in the woods and finding none. It was my first time playing H1Z1, and I had no other purpose than to find something living (or unliving) and end it with my hefty axe. Suddenly I spotted it: the flash of a white tail as a deer sprinted away from me through the brush. I pressed down the sprint button and went after it, chewing through my stamina and cursing my lack of four legs or gasoline-powered wheels. The deer led me on a grim chase through the mostly silent woodland. At one point, a wolf appeared out from behind a tree and sprinted after the doe as well, although it couldn't catch up and eventually became disheartened (or glitched out). Yes, I felt both gruesome and silly spending my moments at the demo booth trying to kill Bambi, but I needed to know if I would be able to survive in this environment. One wrong move and I was upon the prey, bringing it down with a sickening thud. Continuing to hack away at the carcass with my axe found me rewarded with more crafting materials and a dented conscience. Stricken, I wandered away and roamed up a hill, only to encounter a strange solitary sign with a skull on it. "That marks the border of the game," a nearby developer told me while another dev professed amazement that he had never seen such signs before. "If you go past here, you'll die," the first dev cautioned. Maybe I deserve to die. If chopping through a tender critter is what it takes to survive in this new world, is that worth the cost? I put down the controls and walked away, innocent no longer.

  • PAX Prime 2014: H1Z1's bears will end you

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    In most MMOs, bears are chunky cannon fodder: good for lowbie XP and a sad scrap of a pelt as loot. In H1Z1, bears are possibly more terrifying than zombies and gankers combined. At PAX Prime this weekend, Senior Game Designer Jimmy Whisenhunt explained that in this game, a bear attacked will run you down as fast as it does in nature and make a plaything of your skull. It's a good thing that they're relatively rare and give a warning roar before charging, otherwise the zombies would be coming to you for help. Expanding the role of nature is essential to the immersion of H1Z1's survival aspect. Wolves, deer, and bear roam the countryside, getting into the occasional tiff with each other and the undead. They're useful if you can take them down quickly, since the harsh elements (such as rain and snow) will soon be programmed to degrade your well-being and those animal pelts could be made into clothes. Whisenhunt walked us through the four essential stats to staying alive in this world. Stamina is for sprinting and attacks, and while it regenerates quickly, neglecting it will ensure your body will draw from your hydration and energy levels instead. Your health is also constantly ticking down and replenished by the food and water you drink, meaning that you'll always need to be looking for more to scarf up and quaff in your journeys. Stashing your food in your backpack is a good option, although the team is still tinkering with the style of inventory to make the limited storage another survival factor. When H1Z1 goes into early access later this year, there will be one "vanilla" server on which no punches will be pulled (this is doubly true as all players will start with only their fists as weapons). Other types of servers, such as player-only or PvE rulesets, are possibilities once the team assesses how players are engaging the game in beta.

  • SOE Live 2014: H1Z1 is a full-fledged survival experience

    by 
    MJ Guthrie
    MJ Guthrie
    08.26.2014

    With an event like Zombie Prom, it was hard not to notice a certain undead theme at this year's SOE Live. That's all courtesy of the studio's upcoming apocalyptic survival game H1Z1. And thanks to plenty of panels, interviews, and the keynote, we learned even more about the game: The new sandbox is so much more than a zombie shooter; it's a full fledged survival experience. There were even opportunities for fans to nab some hands-on playtime. We had the chance to mix and mingle with Producer Steve George, Senior Game Designer Jimmy Whisenhunt, Art Director Bill Yeatts, Technical Director Tom Schenck, and Game Designer Adam Clegg to discuss where H1Z1 came from, where it is going, and how far it has gotten. Delve into the new air drops, the heat and temperature systems, and so much more. We've also embedded the full keynote panel for you.

  • SOE Live 2014 in pictures: H1Z1's Zombie Prom, a costume contest, and attendees galore

    by 
    MJ Guthrie
    MJ Guthrie
    08.18.2014

    Every year there seems to be something different at SOE Live. IN 2013, there was the big reveal of the new EverQuest Next and the surprise announcement of Landmark, complete with sand art and champagne. This year, one popular festivity focused on another new title in development: H1Z1. Attendees got all dolled up and put on their best undead faces for a night of dancing at the Zombie Prom (those who preferred the living enjoyed a pool party). It was quite the evening, complete with a wedding proposal! But even as some things change, some stay the same. Friends and guildies meet up (or just plain meet!), games are played, tournaments are won, costumes are shown off, swag is collected, and folks have a good time geeking out with devs. There were also plenty of heart-warming moments, from stories of players helping players to actual weddings. If you weren't able to attend the festivities, or you just want a little pick-me-up as you come down from your convention high, here's a quick look at the weekend in pictures.