pax-2014

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  • PAX East 2014: Upsilon Circuit is an MMO like no other

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.15.2014

    A lot of what I see in the MMO industry is fairly predictable. That's not an insult; it's just that most of the new games you see are either a result of elegant mechanics solving a problem that's always been there or a new take on an old system, and that's OK. There's nothing wrong with taking old favorites and refining them. But then I see something like Upsilon Circuit and I wind up being completely blown away because the very idea is a fundamental rewriting of how we understand MMOs. Upsilon Circuit is a new game currently in very early development from indie studio Robot Loves Kitty (of Legend of Dungeon fame), and when I say early, I do mean early. The animations are rough, the build is very much in a proof-of-concept stage rather than a fully playable state, and none of that matters. The game is the love child of Twitch Plays Pokémon, the Hunger Games, and Diablo III, a game that not only encourages streaming but demands it while interacting with the audience

  • PAX East 2014: Guild Wars 2 on the Feature Pack and beyond

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.15.2014

    If you're a Guild Wars 2 fan, we all know what you're excited about today. After a year(ish) of small incremental patches and living story, the game is rolling out a big patch full of features appropriately dubbed the Feature Pack. It's not new content, but it's a lot of big bonuses and improvements to the ways that players already play the game's existing content. And we got to see a bit of it in action at PAX East. Some of the information about how these features will work has already been discussed, but not everything, and seeing all of the improvements in action definitely gave a sense of tangible change not visible in development blogs. It's part of a shift in ethos for the development team, as well; rather than trying to roll out changes along with Living Story updates, ArenaNet is implementing a big set of improvements at once to make the whole update feel meatier.

  • PAX East 2014: Erin Roberts on Star Citizen's development

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.14.2014

    Star Citizen's backers have been waiting to see the game's dogfighting module in action for quite some time now, and it finally happened just before PAX East 2014. Unfortunately, it also wound up having some technical difficulties right at the beginning, which wasn't exactly what anyone had in mind when showing off the whole thing in action. It wasn't quite as bad as having the computer running the module burst into flames and die, but it was bad. Do the developers regret it? Not a chance. We got a chance to sit down and talk to Squadron 42 producer Erin Roberts and were told, in no uncertain terms, that even hitting technical hiccups like that don't make a more private development cycle feel better. In a way, having the development cycle be so public actually makes technical hurdles less problematic for the company when they're encountered because the language is in place to keep a meaningful dialogue going with the fans.

  • PAX East 2014: Pre-launch words with WildStar's Jeremy Gaffney

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.14.2014

    WildStar is being released in about a month and a half. It feels as if it's been forever since the game first revealed its announcement trailer. Now we've finally got a release date in sight, and the last few features for the game are being revealed to the public. It's one of the last chances that we'll have to talk about the game before it releases. On the last day of this year's PAX East, I had a chance to sit down with executive producer Jeremy Gaffney to chat a little bit more about the game before it launches. While the game has gone gold and the discs are being manufactured, the team is still refining and improving the game and plans to do so up until the day of launch. That meant talking about the endgame, the development process, and the changes that have been made already in the most recent stages of beta.

  • PAX East 2014: Hands-on with Infinite Crisis

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.13.2014

    I don't know what Superman's problem is, man. I was expecting my confrontation with Doomsday to be something epic, something horrifying, but instead it turned into a pretty standard affair. Grab him with my enormous telescoping force arm, yank him over, slow him, then put up a shield while I beat the stuffing out of him. Seriously, I can only assume that Last Son of Krypton's death was largely a result of his desire for a vacation. Of course, soon thereafter I fell victim to the eternal nemesis of Green Lantern -- enormous red-hued turrets surrounded by support drones. But I did all right. MOBAs are not really my cup of tea, but superheroes are in a big way. I hadn't gotten a chance to play Infinite Crisis before now, but on the show floor at PAX East this year, I was given the chance to sit down and get a coaching session from one of the more experienced members of the team while I smashed heads. So I picked up Atomic Green Lantern and walked in fully expecting to fail left and right. To my pleasant surprise, the whole thing played out much better than I had expected, making excellent use of the license and providing a fun match all around.

  • The Daily Grind: Did you reconnect with any games thanks to PAX East?

    by 
    Jef Reahard
    Jef Reahard
    04.13.2014

    Now that PAX East is winding down, it seems as good a time as any to take stock of the news coming from this year's convention. On a personal level, I was excited to hear about the (eventual) MMOification of one of my favorite games. I also enjoyed catching up with Guns of Icarus, an indie title already holding its own and with its eyes on a larger persistent world prize. What about you, Massively readers? Did you glean any useful nuggets from PAX East or perhaps rediscover a game you'd not thought about in a while? Massively's on the ground in Boston during the weekend of April 11th to 13th, bringing you all the best news from PAX East 2014. Whether you're dying to know more about WildStar, Landmark, or any MMO in between, we aim to have it covered!

  • PAX East 2014: State of Decay eyes multiplayer, stays offline

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.12.2014

    The ground is fairly littered with zombie games of some sort these days. That isn't meant as a mark against Undead Labs' State of Decay, but it does raise questions of focus. How do you make a zombie game more unique? According to the studio's Jeff Strain at this year's PAX East, you focus upon building at the community level rather than individual survival. While games like DayZ focus on the personal, State of Decay is much more focused on the idea of putting society as a whole back together and trying to accumulate resources and structures for survivors as a whole. Of course, most of our readers are more interested in what comes next, specifically Class4. That's the proposed sequel to State of Decay, previously codenamed Class3; it's meant to be a full MMO according to previous statements, a game in which you can worry about rebuilding not just a local community but the world as a whole. And Undead Labs certainly isn't hurting for talent that's familiar with online games, especially with the acquisition of ArenaNet co-founder Patrick Wyatt in January. So what's happening?

  • PAX East 2014: Guns of Icarus Online's expanding environment

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.12.2014

    PAX East taught me that I am apparently not the right person to pilot a ship in Guns of Icarus Online. In my defense, I was trying to do what my ship was designed to do. The co-op mode on display is all about delivering supplies to a final point on a map, and I was flying the fast scoutship. So I figured, why bother slowing down? Why not just jink left and right and avoid anything in my way? As it turns out, the reasons to not do that are quite simple: The boss encounter at the cargo dropoff requires two people, and you need to actually retain control of the point rather than just wing to it at full speed. So I may have sent my ship crashing to the ground in a tumble of burning wood and broken steel. (By "may have" I of course mean "I definitely did this.") This isn't a failing on the part of the game, just a failing on my part for trying to bull-rush through something. But it's still fun; the game gives players a variety of things to do while they're busy crewing the various stations across the ship. And it's just one place the developers are going with the game.

  • PAX East 2014: The Repopulation's Josh Hall on the future of the game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.12.2014

    If you're looking for Kickstarter success stories, The Repopulation definitely qualifies. While the game hasn't yet been released, it's managed to run not one but two successful campaigns looking to fans for funding, and it's managed its development carefully to keep itself on track for release. The game feels like a well-managed professional affair. And it's been a bit more quiet, but that comes down largely to the focus on getting the game out of its current alpha state and into its first beta. At this year's PAX East, I sat down to talk with Josh Hall, one of the core team members on the project, about where the game is in development and what it's heading for in the next few months. While the final alpha stage has taken slightly longer than originally planned, the team is on track for launching the first beta phase at some point over the summer, and it's eyeing further release plans.

  • PAX East 2014: PlanetSide 2's Higby on weekly updates

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.12.2014

    It's been three months since PlanetSide 2 started updating once every week, if you don't count one update that was pushed back simply because it wasn't quite ready. As creative director Matt Higby put it to me at this year's PAX East, the schedule comes second to making sure that every update is the best it can be. But it's still been quite a ride, and it means that the game has kept up a schedule that's astonishingly fast. More than a year out from launch, Higby has a lot to say about the game's development process as well as the updates it's already undergone. It's not an unmitigated success story, but it's filled with a lot of lessons and improvements. And like any MMO, the game's development is far from finished. In PlanetSide 2's case, it's a complex process that requires supporting new players, veterans, casual gamers, and professional gaming, sometimes in unconventional fashions.

  • PAX East 2014: Landmark's current tools and future crafts

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.12.2014

    We've all seen what gamers are capable of making in Minecraft. A quick search online turns up replicas of everything imaginable, sublime works of art, even inexplicable cat fountains. According to Dave Georgeson, this is exactly what led to the creation of Landmark, and by his own admission the development team owes Notch a Christmas card solely because of that. Without that limitation, Landmark wouldn't be what it is now, nor would it be developing into what it will eventually be. At this year's PAX East, Georgeson explained to me that as much fun as Minecraft is, it lacks something crucial: a way for players to see all of these creations. Landmark, by contrast, is designed from the ground up not just to allow that sort of interaction but to actively encourage it. And that's only the beginning; the game's current status as a sort of super-Minecraft is the simplest core expression of the game's promise. By the time it's done, the whole point is to make a game that can be anything, a game for all seasons and tastes.

  • PAX East 2014: WildStar's panel is all about the endgame

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.11.2014

    So what happens when when you reach the end of WildStar? You've got a while to think about it, obviously, the game isn't even out just yet. But it's an obvious concern. People are going to hit the level cap, and what are they going to be doing then? Staring at the walls, singing songs, perhaps clawing desperately at the metaphorical walls in the hopes of getting the next major patch somewhat sooner? According to the WildStar panel at PAX East, the development team is hoping to launch with a fairly robust endgame no matter what you're hoping to do. The panel went through pretty much every part of the game, from items to PvP to solo story questing, all of which is intended to work together to create an environment wherein you don't run out of things to do and don't find yourself forced out of what you find fun. How well it will work remains to be seen, but there's certainly a lot on the table to start with.

  • PAX East 2014: Hearthstone reveals Naxxramas single-player adventure

    by 
    Justin Olivetti
    Justin Olivetti
    04.11.2014

    Hearthstone is planning to revisit one of Azeroth's most notorious locations in the card game's first single-player adventure: Curse of Naxxramas. Blizzard announced at PAX East that a new single-player mode for the game will be coming "soon" starting with a romp through the necropolis of Naxxramas. In it, players will journey through five wings of a dungeon, accumulate new cards, and fight bosses with their own unique abilities. Thirty new cards and nine class challenges will come with the adventure as well as a Naxxramas-themed game board. Once it's released, Curse of Naxxramas will slowly unlock its wings over the course of five weeks. The first wing will be free, with the remaining four requiring purchase. It will release on all platforms simultaneously. Massively's on the ground in Boston during the weekend of April 11th to 13th, bringing you all the best news from PAX East 2014. Whether you're dying to know more about WildStar, Landmark, or any MMO in between, we aim to have it covered!

  • PAX East 2014: First impressions of Warlords of Draenor

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.11.2014

    The biggest problem that Warlords of Draenor is facing right now is one of first impressions. This isn't a mark against World of Warcraft so much as it's the nature of the beast. I wrote a while back about how World of Warcraft can't really be back, all things considered; it's too firmly a part of the establishment to ever shake the image that it's created over the past several years. You know what it is. You know how it plays. Odds are good that you've played it. Warlords of Draenor also features no new races, no new classes, no overhaul of the talent system, and in the build I got to play, very few of the new models. That's where the first impression problem crops up. A lot of the things that are being baked into the expansion just don't show up at first glance. That isn't to say that the first glance is bad, just that it overwhelmingly sends the message of "this is still World of Warcraft; no need for elaboration."

  • PAX East 2014: Star Citizen and the DFM are 'more than just PvP'

    by 
    Jef Reahard
    Jef Reahard
    04.11.2014

    Chris Roberts took the stage at a backer-only pre-PAX event in Boston last night to show off some of Star Citizen's alpha dogfighting footage. Despite a few technical glitches, fans were able to get an extended glimpse of the game's first playable module, which Roberts said will likely release in a month or so. The dogfighting module will be presented as part of the in-universe fiction and thus will take the form of a space sim called Arena Commander which released to gamers in the year 2944. Players will load into the DFM through their pre-existing hangar module where they'll choose between five alpha game modes: Free Flight, Battle Royale, Squadron Battle, Capture the Core, and Vanduul Swarm (basically a horde mode). Cloud Imperium is including leaderboards and plenty of stats which will show up both on Star Citizen's web-based player and organization profiles as well as in the finished game. The upcoming module will also feature co-op capabilities along with PvE AI. "At the end of the day, for me, it's not all about combat," Roberts explained, "so if [combat's] not your thing you don't have to worry about it." Click past the cut to watch the full livestream.

  • Blizzard headed to PAX East this weekend

    by 
    Elizabeth Harper
    Elizabeth Harper
    04.10.2014

    If you're heading to PAX East in Boston this weekend, you'll want to download the PAX guidebook app (for iPhone, Android, Windows Phone, and BlackBerry) and check out the schedule to make sure you don't miss anything. But con-goers, whatever their schedule, will be glad to know that Blizzard will out in full force at Booth #848. Lucky attendees will be able to check out demos of: Hearthstone for iPad Warlords of Draenor with updated character models as well as the intro experience Diablo 3's still-in-development Ultimate Evil Edition for PlayStation 4 Heroes of the Storm featuring brand new heroes There will also be Blizzard developers on hand, plenty of prizes given away, and a panel on Heroes of the Storm on Friday April 11 at 10:30 a.m. EDT. For everyone staying home this weekend, the panel will be streaming live on PAX's Twitch channel, so if you're itching for new Heroes info, be sure to check it out.

  • The Daily Grind: What do you hope to see at this year's PAX East?

    by 
    Bree Royce
    Bree Royce
    04.10.2014

    Massively will be on the ground in Boston at this year's PAX East, which officially starts on Saturday. We'll be scurrying all over convention land to check out WildStar, Landmark, EVE Valkyrie, Warlords of Draenor, Guild Wars 2, Star Citizen, The Repopulation, PlanetSide 2, Guns of Icarus, State of Decay, and Infinite Crisis, among others. A few big MMO studios won't be present, of course; I think everyone will grok why ZeniMax Online might be a bit too busy for another con just now. But big guns like Carbine and SOE and Blizzard will all be in attendance at the first gamer-centric rather than media-centric con of the year. So what are you looking forward to seeing out of PAX? 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!

  • 212 devs are working on Star Citizen, dogfighting launch 'shortly after PAX'

    by 
    Jef Reahard
    Jef Reahard
    03.04.2014

    Feel like you're not getting enough info on Star Citizen's development progress? Cloud Imperium chairman Chris Roberts has penned an epically long update that's now live on the game's website. "The concept is simple -- a high level monthly production progress report from the various teams from around the world working on Star Citizen," he writes. Those teams include a whopping 212 developers, which Roberts says is more people than typically work on a triple-A console title and which makes SC the largest space sim project in history. In terms of alpha progress, Roberts says that CIG will unveil the long-awaited dogfighting module at a special backer-only pre-PAX event. It will be playable "shortly after PAX." There's much more to the post, including updates from all of CIG's studios, so grab your favorite beverage and click through the links below to get caught up.

  • PAX separates from Penny Arcade in co-founder's New Year resolution

    by 
    Jessica Conditt
    Jessica Conditt
    01.02.2014

    Penny Arcade the comic is officially distancing itself from PAX, the yearly gaming convention held in Seattle, Boston and Melbourne. Co-creator Mike Krahulik announced the ideological split in a blog post, as part of his New Year's resolution to be less of "a bully." "You'll notice that it is no longer the Penny Arcade Expo," Krahulik writes. "It's outgrown us and it belongs to the gaming community at large now not just PA fans. Someday I expect to attend a PAX and not even be recognized. That's honestly fine with me. I don't want the material on PA or who I am to keep people from attending and enjoying PAX." Penny Arcade similarly distanced itself from the charity it started, Child's Play, when Krahulik and co-creator Jerry Holkins realized the comic's content was impeding the charity's outreach, Krahulik says. Child's Play is now its own organization that Penny Arcade supports from afar. Much of Krahulik's resolution stems from "a difficult year" where he received negative public attention for things he said on Twitter, the Penny Arcade blog and at PAX. In 2010, Penny Arcade ran a comic that made light of rape, and Krahulik and Holkins responded to outcry by selling merchandise supporting the strip – the "dickwolves" debacle. Krahulik and Holkins removed the dickwolves stuff from its stores, but on a panel at PAX Prime 2013, Krahulik said that pulling the merch was "a mistake." His statement reopened the wound.

  • PAX East 2014 tix now on sale

    by 
    Jef Reahard
    Jef Reahard
    10.23.2013

    Save the date, PAX fans. Well, actually, save two dates. The first is April 11, 2014, which is when the next iteration of PAX East officially throws down. The second date is today, and that's when tickets officially go on sale. As of press time, three-day badges are gone, but single-day passes are still available. PAX East 2014 runs from April 11 through April 13, 2014 at the Boston Convention and Exhibition Center.