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  • SMITE explores Awilix in depth and kicks off Saturnalia

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.17.2014

    There are a lot of goddesses of the night or the moon, period, and there's no shortage of playable ones in SMITE, either. Awilix is also a figure without a whole lot of prominent lore trying to provide a different take on the general role of assassin. So how did the design team go from a name and a few details to a playable character? Through interplay with her pet jaguar, a different series of abilities, and an emphasis on mobility and hit-and-run tactics. Already have all of the gods you need right now? You've still got a reason to log in to SMITE as the game runs its Saturnalia event, offering free bonus gems to everyone and doubled experience gains for each match played. A series of rolling sales on the pantheons of the game will also persist through the whole of Saturnalia, so if you decide you would like to pick up some new skins, you've got that option. [Thanks to Sorenthaz for the tip!]

  • Perpetuum plans for improved new player experience

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.03.2014

    One of the great sorrows of any sandbox game is that a player is dropped in with the option to do anything... and very little concept of how to do those things or what should be done first. Perpetuum is making plans specifically to address that by giving players a crash course in everything that can be done, courtesy of a new virtual training island sealed away from the rest of the game world. Rather than permit players to select factions at character creation, the new experience will drop players into a simulation that allows nothing from the main game in or out. While in this tutorial area, players will have access to everything possible at maximum levels while being instructed in how to take part in several game systems. Using one of the four exit teleporters allows players to select a faction and start playing the core game, retaining no advancements but getting a real-time sense for how the game works. Testing is slated to begin this month for players who want to experience the game through a slightly gentler ramp-up.

  • Persona 4 Arena arcade-only update adds new fighters, moves, system changes

    by 
    Jordan Mallory
    Jordan Mallory
    08.16.2013

    The Japan-only arcade version of Persona 4 Arena (known as Persona 4: The Ultimate in Mayonaka Arena) is being updated with two new characters, significantly updated gameplay mechanics and new abilities for the existing fighters. Currently, there is no plan for any of these changes to come to the console versions, either here or in Japan: "It's an arcade-only update," Atlus' John Hardin told us. "No plans to bring it to the U.S. at this time." Yukari Takeba and Junpei Iori of Persona 3 fame return as new combatants, bringing the game's overall roster up to 15 selectable Persona users. The update also adds a new "Shadow Type" system, according to Shoryuken's translation of Famitsu's hands-on report. This gives players the option of replacing the game's "One More Burst" mechanic with an alternate Shadow form, which grants temporarily unlimited special meter and augmented/enhanced attack properties. Additionally, Shadow Type characters bring their special meters with them to the next round, whereas historically special meter resets at the beginning of each fight. An "S Hold System" is also being added, which allows players to charge up certain special attacks to achieve augmented effects, such as invulnerability. It will also now be possible to cancel normal moves into hops, which will add more utility for combo crafting. Furthermore, the game's existing cast is being outfitted with new moves and abilities, an ongoing list of which can be found here. Location testing is underway at Taito Hey in Akihabara and Taito Station Nipponbashi in Osaka, from now through this Sunday. We're keeping our ear to the ground for further information about when this update will be released, and whether it'll garner it's own name, ala Super Street Fighter 4: Arcade Edition, or Guilty Gear XX Accent Core Plus R.

  • SMITE's new deity Chronos is a timely addition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.10.2013

    It's easy to feel that there aren't enough hours in the day to experience all of SMITE's gods in play. Still, the newest patch for the game adds a figure whose moment has come at last: Chronos, Keeper of Time. If you'd like to give him a spin, you'll find that he's made with a tightly wound arsenal of tricks, keeping his enemies on their back feet while he ticks ever closer to victory. Chronos' passive is the ever-spinning wheel of time, which stops when Chronos uses Accelerate to move faster and buff his attacks. He can also drop an area damage spell and slow his enemies to earn valuable seconds of safety. And if the situation turns dire and his hour has come at last, he can simply activate his ultimate ability to rewind time, giving him a chance to recover his abilities and take a second shot at victory. [Thanks to Don for the tip!]

  • Dragon Nest reveals its newest character, Kali

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.03.2013

    Here's the problem with having a destined hero -- no matter how specific you make the criteria for being the chosen one, there's always the chance you'll wind up with the chosen two or four or whatever. That's the case in Dragon Nest, where the new character Kali is a second prophet in addition to the prophet Rose. While Rose seemed to be the chosen one, Kali wields the same amount of power, albeit in a very different fashion. As demonstrated in the preview video, Kali revels in dark magic and spirit attacks, mixing up large magical attacks flowing melee strikes. She's advertised as moving quickly between targets, and certainly seems built for speed and multi-target abilities over single hits or durability. But you don't have to take our word for it, as you can check out some of Kali's moves for yourself in the video embedded just past the break. [Source: Nexon press release]

  • The Daily Grind: Should games periodically update their tutorials?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.10.2013

    As I began playing Star Trek Online for the first time in years, it occurred to me that the tutorial quests were still very familiar. This is not entirely surprising; outside of a handful of extra help windows, they're the same basic tutorial quests that existed in the game back when it launched. On the one hand, this is perfectly reasonable. Updating a bunch of tutorial quests that are there just to ease you into the feel of a new game would just be fixing something that's not broken. At the same time, when the game presents its tutorial as part of a story, it's odd when the tutorial no longer reflects the overall setting of the game. And if you've played the tutorial before, it's a bit disheartening to do so a second (or third or fourth...) time. So what do you think? Should games periodically update their tutorials? Or should a tutorial be upgraded only to be more straightforward rather than changing with the times? 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!

  • Massively Exclusive: Blacklight: Retribution shows off the end of the world, part 1

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.17.2012

    If you're a fan of Perfect World Entertainment's competitive MMO shooter Blacklight: Retribution, you're in for the end of the world. The game's latest update, World's End, is coming after the end of this week's scheduled maintenance, and it's a big one, complete with new playable characters, new specialized assault robots, and new maps to shoot your way through. Chronos, the new hero, is meant to act as a group's computer specialist, with an innate ability to hack control nodes faster. He comes equipped with an auto-turret and HRV decoy by default, allowing him to place traps or simply defend himself while hacking. These skills will be put to good use in the new maps, Decay and Trench, with the former featuring close-quarter alleyway combat and the latter giving plenty of mid-range sniping spots. Take a look at the official launch trailer just past the update screenshot gallery, and stay tuned this week for more previews leading up to the patch launch! [Source: PWE press release] %Gallery-126205%

  • The Daily Grind: Do you start over when you return to an old game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.04.2012

    So you've decided to return to a game that you played in the past. A fine choice, really. But that leaves you with an interesting dilemma. You could log in on your existing character, but that would mean re-learning things, trying to figure out where you had left off, and all of that. Or you could just wipe the slate clean and start over, kicking yourself back into the earliest stages to re-learn the game from the ground up. On the one hand, your high-level character in Star Trek Online or Guild Wars or whatever game you're returning to might very well have benefits that are difficult to replicate. On the other hand, it's possible that a lot has changed since the last time you played, and it might be easiest to restart from the ground level. So which do you generally prefer? Do you like to restart after a long absence, or do you pick up where you left off and muddle through anything you might have forgotten? 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!

  • A Mild-Mannered Reporter: Too many choices

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.18.2012

    We've gotten a lot of new powersets in City of Heroes ever since the game went free-to-play. This is something that I've talked about before: There's rather uncomfortable cycle during which a new set is released full of bugs, but it gets played for a month before the next set comes out and you stop thinking about the old one. And that's definitely a potential problem, but with the release of the new Water Blast set, I'm thinking that there's a much more coherent one in mind. Specifically, I'm thinking for the first time that maybe there's something to the old issue of being locked into a power set after character creation. Don't get me wrong -- I don't think Water Blast is overpowered or underpowered. It actually looks like it makes better use of a new mechanic than did the last big ranged set. But we now have an absolute surfeit of options for playing a Blaster, and as the game gets more and more endgame-heavy, I'm starting to wonder how long it will be before players get tired. We're seeing a different sort of power creep here: We just have too many choices for a new character.

  • Three new Skylanders shock, burn and boom into Spyro's Adventure

    by 
    Jessica Conditt
    Jessica Conditt
    03.06.2012

    Spyro's universe is expanding -- much like ours, but without the physical, philosophical or scientific implications -- with three new characters. Lightning Rod, Zook and Sunburn, the last of which comes to Skylanders in the Dragon's Peak Adventure Pack, are all available now. Lightning Rod and Zook are $7.99 each, and the pack including Sunburn runs $19.99.Lightning Rod, who we're convinced is modeled after Aladdin's Genie and Robin Williams' beardiness, is an air character whose attacks involve electro-bolts; Sunburn is part dragon, part phoenix, breathes fire and can teleport; and Zook, a life character, carries a bamboo bazooka and is adorable.Lightning Rod shows off his moves in the video above, and Sunburn and Zook take over the two after the break.%Gallery-149510%

  • The Daily Grind: When do you alt?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.31.2012

    We know that some of you love to roll alts and some of you just play one character until the end time. This question is not about that. No, today we want something that's much more fundamental but yet subtly more important -- when do you make those alts? When do you click back over to character creation and start fresh? For some players, it's a matter of boredom. Some players make new characters based on roleplaying demands. Some just love to roll new characters on a regular basis whenever one character hits an important milestone. And for some of us, it's just a matter of whenever the whim strikes, whether or not that whim makes a lot of sense at the time. If you don't make alts, of course, your answer is "almost never." But if you do, we ask you -- when do you make your new characters? What motivates you to start again from the bottom on a regular basis? When is it time to make another character? 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!

  • All the World's a Stage: Roleplay 101 -- The basic mechanics of roleplay

    by 
    Michael Gray
    Michael Gray
    10.03.2010

    For all that we tend to talk about highbrow roleplay concepts like how pop culture affects roleplay, as we try and determine the nature of a good story, we should occasionally take a step back and break down some of the very basics of a roleplay game. Even if you've already picked a name and spelled out some character quirks, there's still a long way to go in order to actually roleplay the character you've created. The first thing for you to remember about roleplay is that "it's all pretend." Don't treat your character as an avatar of yourself. Avoid overidentifying with the character you create. Not only does this help you maintain your barriers later in the game, but it will help you create a more layered and complex character. Ostensibly, the goal of a good roleplayer is to create an interesting and fun character in a dynamic story. The more distance between yourself and your character you can create, the better your overall experience will be.

  • Atlantica Online unveils Sheriff Christine

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.15.2010

    Atlantica Online has given us a rather appealing bit of information -- a new mercenary is moseying into town tomorrow. And true to form, she's promising to bring some interesting new wrinkles to the gameplay for anyone interested in laying down the law. Sheriff Christine is the latest addition to the game, offering players a variety of abilities to help control the flow of battle and interactions with the enemy party, using stuns and control-like abilities to turn the tide. Among her arsenal of stuns and control abilities is her new Arrest ability, which freezes an enemy unit for two turns. She also brings area damage into play with her Revolver Rush skill, or single-target damage with her self-buffing skill Steady Stance. We've also been given a few exclusive screenshots of Christine in action, so check them out in our small gallery, and keep your eyes open for Christine's full launch in Atlantica Online tomorrow. %Gallery-102377%

  • First Impressions: City of Heroes Going Rogue

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.17.2010

    To hear the team talk about it, Going Rogue isn't simply an expansion for City of Heroes but a full-on reboot of the game in general. It's hard to see how, on some level; outside of the new powersets and a new starting area, not much is visibly being added with the expansion. But sitting down and playing through the starting area and the game's opening suddenly feels like an entirely different experience. It's not a new game -- but it feels like a leap forward from where the game had been just a few days before. I didn't get nearly as much time with the Going Rogue beta as I would have liked, and I'll be the first to admit that I'm biased when it comes to City of Heroes. But even with those standards set, I was impressed right away with how the game has been revamped from the start -- and what these revamps mean for the game as a whole and moving forward. Click on past the cut for the first impressions of the latest expansion, which launches today. (Coincidental, yes?) %Gallery-99455%

  • Shannon Posniewki talks level cap and mid-level content for Champions Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.06.2010

    There are ways that the current Champions Online Executive Producer, Shannon Posniewki, doesn't follower in the footsteps of predecessor Bill Roper. But much like Roper, Posniewki loves talking about the game, and almost always has something interesting to say as a result. In a recent interview, he talked about some of the issues of the game's present and future that are doubtlessly on the minds of many players, not the least of which is the level cap. Unfortunately for players who just can't get enough leveling, the cap is staying put for now -- the team likes it right where it is. However, they also recognize how popular it is to move a new character to max level and then start rolling up alts, and are looking into ways to make doing so more rewarding. They also want to buff out mid-range content a bit, with possibilities of something in the 20-30 range. Adventure packs, the first of which is due out in June, will help expand the content by being repeatable and runnable by any hero above Level 11. Champions Online players might not be hitting Level 70 any time soon, but it looks like they'll have plenty to make up for it.

  • Breakfast Topic: Those little annoyances

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.16.2008

    So like Alex, I figure I probably have a few more alts than your average player. I have 3 level 70s, 3 more characters above level 60, and a few more at various levels of play. I even started a new shaman just this past week, just because I decided I had a really cool character concept for a female Orc shaman. Anyhow, I've been playing the shaman quite a bit, and I've actually not been twinking her at all, enjoying the challenge of starting a character from scratch and making sure I still have my mojo despite getting all fat and sassy from all that easy daily money from Sunwell Isle. WoW's done a pretty decent job of keeping the lower level game easy enough for characters, but there's a couple things I've noticed while playing that still feel like they need some work. If I could highlight one, it would be the complete lack of Shaman trainers in Lordaeron.