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  • PAX Prime 2014: The Repopulation's Josh Halls on beta, fishing, and houses

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    Above & Beyond Technologies Lead Developer Josh Halls has been on a very long journey with The Repopulation, a journey that began back in 2009 and isn't even close to being over yet. I met with Halls at PAX Prime to talk about where this sci-fi sandbox has been and where it's going as it angles for beta testing. The Repopulation released its Alpha 3 build this past April and will be sticking with that for the duration of alpha testing. Halls told me that there's a pretty dedicated group of testers in the game, with around 1,500 having picked up the title so far and around 20 to 40 playing at any given moment. Those numbers are primed to increase when the game transitions into beta and Steam Early Access later this year. While it's not terribly sexy, bug tracking and fixing is vital to the development process and foremost on the team's mind. Player feedback during the alpha has helped to refine the game in other ways, such as to make gathering less of a click-fest and more of a community effort. Right now a group of players can work together to enhance a region in order to gather better materials. Other big to-do items include putting in a fishing minigame and opening the doors (so to speak) for open-world housing. Fishing will pave the way for other possible minigames, and open-world housing is the next step from the game's existing instanced homes. Halls said that the dozen or so members of the team are hard at work to prepare The Repopulation for the larger gaming public and that the studio is currently operating in the black.

  • PAX Prime 2014: PlanetSide 2 meets the PlayStation 4

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    PlanetSide 2 is waging a war for your attention on two platforms these days. The big push by SOE as of late is to prepare the title for its testing and release on the PlayStation 4. At this year's PAX Prime, the team said that the MMOFPS should be going into a beta later this year after the devs finish refining the UI for use on the controller. The PlayStation 4 version won't be sharing the same server as the PC, although SOE predicts that it will become the more popular edition due to the number of first-person shooter fans on the console. Great effort is being made to keep the game as fast and responsive as other FPS titles on that platform. As in many other FPS games on the PS4, voice chat will be a must-have for squads. The team will be attempting to keep the updates for the PS4 edition as close as possible with the release of the PC title. Because of the approval process by Sony, it won't be possible for the devs to assure a same-day release across platforms. We asked whether PlanetSide 2 could be coming to the PlayStation 3 as well, but the studio said that the older hardware simply can't handle the title without a serious compromise in game quality. Massively's on the ground in Seattle during the weekend of August 29th to September 1st, bringing you all the best news from PAX Prime 2014. Whether you're dying to know more about Warlords of Draenor, The Elder Scrolls Online, Landmark, or any MMO in between, you can bet we'll have it covered!

  • 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.

  • PAX Prime 2014: Paying a premium for Pathfinder Online

    by 
    Justin Olivetti
    Justin Olivetti
    08.30.2014

    Would you pay to get into an alpha test? Well, would you continue to pay a monthly subscription to keep on playing a title that's not yet launched? If you've answered "yes" to these questions plus the special one that I ask at the end of this article, then you're one of the folks that Pathfinder Online hopes to recruit for early enrollment come September 15th. I sat down with Goblinworks CEO Ryan Dancey and Game Designer Stephen Chaney at PAX Prime yesterday to talk about this next big step for the game. Pathfinder Online is still far from feature complete, but the team considers it done enough that it can monetize the game in the form of a monthly sub. The 20,000 or so folks who will be admitted into early enrollment play (a number that includes the 7,000 Kickstarter backers) are expected to pay $15 a month as the team continues to develop the title. In exchange, characters and progress will not be wiped, and players will get to see the game take shape around them. Goblinworks' philosophy is to have a robust game design first and then wrap the rest of the game around it afterward. Dancy said that the monetization is necessary to keep the lights on and the development rolling. The budget for a finished Pathfinder Online is $5 million (89% of which is salaries), but only $1.4 million has been raised so far. Being only passingly familiar with Pathfinder Online, I asked why the MMO with its territory control seems so different from the small party, adventure-oriented tabletop game. The reason for this is that the pen-and-paper game doesn't completely translate to software boundaries, plus it draws from an adventure pack that Paizo tested a while back that went on to become one of its best-selling products. In both versions of Pathfinder, the long game is to rule the land and establish a legacy, not merely fill up a bag with XP and loot. So is it worth it to you to pay a full subscription price for a half-finished game? That's up to you.

  • PAX Prime 2014: RIFT's Nightmare Tide expansion launches October 8th; Trove's closed beta begins September 25th

    by 
    Jef Reahard
    Jef Reahard
    08.29.2014

    Trion made a bunch of ArcheAge fans happy earlier this evening, so now it's time to do the same for followers of RIFT, Defiance, and Trove. RIFT's Nightmare Tide expansion officially launches on October 8th, while Defiance will get "a massive end-of-September" update called Aftermath that includes new missions and events. Last but not least, Trove will enter closed beta on September 25th. Massively's Justin Olivetti learned today on the show floor that this phase of beta will not be wiped prior to launch. Players who have purchased currency will receive half again as much back. Massively's on the ground in Seattle during the weekend of August 29th to September 1st, bringing you all the best news from PAX Prime 2014. Whether you're dying to know more about Warlords of Draenor, The Elder Scrolls Online, Landmark, or any MMO in between, you can bet we'll have it covered!

  • PAX Prime 2014: ArcheAge is launching on September 16th

    by 
    Jef Reahard
    Jef Reahard
    08.29.2014

    And lo, a new MMO came upon them, and the glory of non-linear gameplay surrounded them, and they were sore afraid. Actually, they weren't afraid. They were exuberant. They sang "funk yeah!" -- their voices an angelic choir -- because frickin' finally, four years after discovering ArcheAge and three years after initially playing it, they received a western launch date. That date, as we learned tonight at PAX Prime, is Tuesday, September 16th. Other dates to bear in mind are September 12th (the Founder head-start) and September 4th through September 8th (the open beta). Massively's on the ground in Seattle during the weekend of August 29th to September 1st, bringing you all the best news from PAX Prime 2014. Whether you're dying to know more about Warlords of Draenor, The Elder Scrolls Online, Landmark, or any MMO in between, you can bet we'll have it covered!

  • PAX Prime 2014: State of Decay takes steps toward something larger

    by 
    Justin Olivetti
    Justin Olivetti
    08.29.2014

    Down at Undead Labs' new studio in Seattle, there is evidence of one low-tech approach to development. It's a very large, flat table that designers use to playtest pen-and-paper games that they create on the spot. By playing back and forth, organic brainstorming occurs and allows for refinement to the systems before precious time is wasted on coding failed ideas. It's this kind of iterative approach that led the team to refining its hit title State of Decay. Today, Undead Labs announced that it will be releasing a new version of the game, called State of Decay: Year-One Survival Edition in the spring of next year on the Xbox One and Steam. Not only will this package in the original game and all of its DLC, but it will benefit from a jump to 1080p visuals, better animations, and immersive environmental effects. Additionally, characters from the Lifeline DLC will be made playable in the original content. It's not the MMO announcement that we might be hoping for on Massively, but it's not a dismissal of that either. The team made a strong point of saying that this was the first step into the next generation and that this edition of the game would be laying down the foundation for the future of the franchise. Massively's on the ground in Seattle during the weekend of August 29th to September 1st, bringing you all the best news from PAX Prime 2014. Whether you're dying to know more about Warlords of Draenor, The Elder Scrolls Online, Landmark, or any MMO in between, you can bet we'll have it covered!

  • PAX Prime 2014: Hands-on with Undead Labs' Moonrise

    by 
    Justin Olivetti
    Justin Olivetti
    08.29.2014

    One of the maxims of Undead Labs is that the team is composed of "gaming omnivores" who don't want to get stuck in a rut of doing the exact same game and genre over and over again. When this was explained to me, it helped ease the shock that was caused by the realization that a studio best known for its gory zombie survival bent is also making a colorful Pokémon-like title called Moonrise. In Moonrise, you play as a Warden who is tasked with saving a wide variety of cute critters called Solari by -- of course -- enslaving them and making them fight other Wardens and their pets. Instead of striving to overcome its Pokémon heritage, the team admits that the game is specifically targeted at older teens and younger adults who grew up with those games and want to experience a slightly more mature and full-featured iteration. I got to spend some quality time curled up on a couch with a lap full of Moonrise on the iPad at PAX Prime this week. Is this due to be the next "catch 'em all" fad or a strange blip in the company's portfolio? Read on, and I shall make my guess.

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

    by 
    Bree Royce
    Bree Royce
    08.29.2014

    PAX Prime is the last major Western multi-game tradeshow of the year relevant for MMO enthusiasts, making it the last big wave of mass studio announcements until PAX South's debut in January. Massively's Justin Olivetti will be on the PAX Prime show floor for us this year, checking out Warlords of Draenor, Landmark, ArcheAge, H1Z1, WildStar, The Repopulation, Pathfinder Online, Hearthstone, Trove, Shroud of the Avatar, and other MMOs and not-so-MMOs both big and small. But sometimes game announcements come out of nowhere during conventions, and we discover something we weren't expecting at all. What do you hope to see from this year's PAX Prime? 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!

  • WildStar dev donates LEGO sculpture to Child's Play charity

    by 
    Shawn Schuster
    Shawn Schuster
    04.24.2014

    WildStar developer Carbine Studios made a special donation at PAX East this year that included a $10,000 check and a 50,000-piece LEGO Rocket House that will be auctioned off for the Child's Play charity. The rocket house LEGO sculpture stands three feet tall and four feet long and was created by LEGO artist Mariann Asanuma specifically for the charity. The sculpture will be auctioned off at the annual Child's Play Dinner later this year with all proceeds going towards partner hospitals and facilities. "We wanted to not only find a fun way to bring a small piece of WildStar to life, but also see the efforts go to a good cause," said Mona Hamilton, vice president of brands, Carbine Studios. "Child's Play is a wonderful charity doing really great things with the gaming industry and we're looking forward to seeing the result of the auction later this year. It was also important for us to say thanks by giving back to the Boston community; they've been great to us over the years at PAX East." You can check out a video of the LEGO sculpture being assembled just after the jump below. [Source: Carbine press release]

  • The Nexus Telegraph: In which no WildStar injuries happened

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.21.2014

    My performance on the dance floor during PAX East 2013's WildStar party is the stuff of dark legends (in my mind, anyway), but it was not replicated this year. Indeed, when I tried to get into this year's WildStar community party, the entranceway was inaccessible due to the sheer mass of people. As I naturally handle crowds about as well as a Mechari handles knock-knock jokes, I opted to turn around and go back to my hotel room. There was a Ghostbusters marathon on, so it was still kind of awesome. This did not, however, mean that the convention was devoid of interesting stories; it just was devoid of stories in which I sustained injuries greatly impacting my normal hiking routes. So let's talk about what things really stuck out in my mind through the whole con. For my money, that comes down to the focus on the endgame and a really stupid statement. Where to start?

  • PAX East 2014: The future looks bright for the next generation of MMOs

    by 
    Courtney Keene
    Courtney Keene
    04.20.2014

    While last weekend saw a surprising lack of noteworthy announcements at PAX East 2014, one panel gathered several industry veterans to answer a not-so-simple question: How does the future look for the MMO industry as a whole? The panel, titled Next Generation MMO Games: What's Next for Multiplayer Trends?, featured Ian Fisher (Director of Design, Robot Entertainment), Stephen Frost (Game Design Producer, Carbine), Dave Georgeson (Director of Development, SOE), Kjartan Pierre Emilsson (Principal Game Designer, CCP), and Stephen Johnston (President, Guild Launch) in a roundtable discussion about where MMOs have been and where they're headed. While panelists agreed that there is a huge barrier to entry when funding, developing, and launching a new MMO, their outlook was positive overall, and in general they believe there is still plenty of room for growth in the industry.

  • PAX East 2014: Can World of Warcraft's garrisons live up to the hype?

    by 
    Courtney Keene
    Courtney Keene
    04.19.2014

    Like many players, I have very mixed feelings about the garrisons being added to World of Warcraft's latest expansion, Warlords of Draenor. At this year's PAX East, I sat down with Blizzard Entertainment to discuss the feature, and the studio reps explained garrisons as a way for Blizzard to bring a bit of Warcraft into the WoW universe. As a fan of WarCraft 3, I left the interview feeling hopeful and excited. But the more I thought about it, the more I began to worry that garrisons will boil down to one of three things: an expanded version of Mists of Pandaria's farms, a new daily quest hub, or just another time-sink that will keep players isolated from one another.

  • The Think Tank: Thoughts on PAX East 2014

    by 
    Bree Royce
    Bree Royce
    04.17.2014

    PAX East came and went last weekend, and as we do most years, the Massively writers got together to discuss the highlights and the disappointments of the con. Join the conversation -- what did you think was the best (and worst) MMO or reveal at PAX?

  • PAX East 2014: WildStar shows off Warplots at last

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.16.2014

    Do you want to go to war in WildStar? Then you're going to want a stronghold. No, that's not right, you're going to want a fortress. You're going to want a fortification that makes others quake in terror. And then you're going to want to drop that fortification down on your enemy's front lawn and claim their territories while laying waste to their fortifications. Welcome to Warplots. They're the game's answer to player-made fortresses and high-end battlegrounds all at once. More specificially, they're team-based 40 vs. 40 maps that drop you into a race to tear down your enemy. At either end sits the carefully constructed fortress held by each team, in the middle sit resource nodes, and both sides are pushed together to be the last side standing or the one putting a fortress back together post-battle. Want to know more? That's a good thing. Take a look at the typical WildStar trailer past the cut, and then let's talk details.

  • 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.