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  • Transformers Universe demos its MOTA gameplay

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.07.2014

    I have high hopes for what Transformers Universe could be. The game has changed a great deal from its original inception, going from an MMO tying into the then-current Prime series to a MOTA under the Generations banner. And you know that things have gotten at least a little odd when a game makes up an entirely new term to identify itself. What is a MOTA, anyway? From a look at the recent press preview event, I'd say it's World of Warcraft battlegrounds with League of Legends champions and some World of Tanks elements. Sort of. There might be more. As the above implies, we recently had the opportunity to take a look at some preview footage explaining how the game worked and what the actual play would be like. The game is certainly looking nice, especially when you consider that it's a free-to-play browser game built in Unity. But the proof is always going to be in the gameplay, and while it's hard to say for certain how well it delivers from mere preview videos, it's certainly intriguing.

  • Tempest of Strife showcases Age of Wushu's weather events

    by 
    MJ Guthrie
    MJ Guthrie
    05.07.2014

    With Tempest of Strife rolling out today, Age of Wushu players will be able to experience the sandbox in a whole new way. In fact, it is considered AoW 2.0 by the community. This expansion not only ushers in six additional factions (including a healing class and a group of scheming eunuchs) and their corresponding headquarters but also introduces the ability to change factions or belong to two at once. Additionally, dynamic weather will alter the environment, and special raid-type events will randomly accompany the weather changes. It all sounds pretty intriguing, no? Thanks to a recent walkthrough, I was able to get a taste of what players can expect when they log in to Tempest of Strife. And while the depth that the new faction features add is pretty impressive, the weather raids stole the show.

  • EVE Fanfest 2014: EVE's Kronos expansion is an industrial revolution

    by 
    Brendan Drain
    Brendan Drain
    05.02.2014

    The EVE Online keynote presentation finished just a few hours ago at EVE Fanfest 2014, and it looks as if there are big plans for the year ahead. This summer will bring us the Kronos expansion, which is scheduled for June 3rd and aims to revolutionise every aspect of industrial activity in EVE Online in terms of both gameplay and accessibility. The economy has become quite stagnant over the past year as players have long since worked out all the most efficient ways to manufacture and trade, so CCP has planned its very own industrial revolution with a complete overhaul of industrial gameplay. Kronos also marks another important milestone for CCP, as the company will be switching from releasing two major expansions per year to a more agile strategy of releasing 10 smaller updates each year. The Kronos release was originally planned as a full expansion before the changeover to a 10-release schedule, so it's as packed as a full expansion. In addition to a deluge of industry overhauls, we'll be getting a shiny new mining ship, major pirate faction ship revamps, an enhanced new player experience, and a cool new effect when players warp into or out of an area. Read on for a breakdown of the EVE keynote presentation and to find out why CCP is moving away from its usual two expansions per year.

  • Ask Massively: Newsletters, EVE Online, and the value of alpha previews

    by 
    Bree Royce
    Bree Royce
    05.02.2014

    Welcome back to a grab-bag edition of Ask Massively. First up is reader Roy, who asked, Do you have any kind of newsletter or weekly email on this site? Nope, no newsletter or email blasts! But there are lots of easy ways to follow our work. If you want the whole shebang, you can follow us through your RSS reader of choice as well as several social media avenues, all outlined in an Ask Massively from last year. If you want just a summary of our best stuff, you could follow just our Week in Review column, which runs every Sunday evening and might just serve your desire for a weekly summary of cool posts. We also publish weekly roundups of MMO in beta testing, crowdfunded MMOs, and pseudo-MMOs, including coverage of some games we don't traditionally cover separately. What else have we got this week? How about an internet spaceships question from Gabe.

  • John Smedley discusses H1Z1 monetization

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.24.2014

    Player characters in H1Z1 won't be concerned with money, seeing as how they'll be busy trying to fortify themselves against hordes of shambling zombies. Sony Online Entertainment, however, does indeed want to make money off of the game. President John Smedley took to Reddit to share the details of the team's first monetization meeting, and while it's not a decisive list of how the game will make money, it serves as a preview. The early list contains character slots, wearable items, crates with random selections of wearable items, and emotes. The team also intends to allow players to loot wearables from other players, but looted cash items will degrade over time rather than being perpetual acquisitions. Smedley makes it clear that resources like food, water, and ammunition will not be sold, nor will any boosts to those resources, since acquiring these assets makes up the core of the gameplay. Take a look at the post for the details and the community response.

  • 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.

  • Hands-on with Windborne's early access

    by 
    Matt Daniel
    Matt Daniel
    04.18.2014

    The breakout success of Minecraft has inspired a slew of creative sandbox games since its release in 2011, and the trend has shown no signs of dying down given the ever-increasing number of sandbox titles hitting the market. Hidden Path Entertainment's in-development title Windborne is certainly one such game, and at first glance one might be tempted to write it off as a clone of Mojang's golden child, but that would be more than a little disingenuous. The folks at Hidden Path were generous enough to provide me with a key to get some hands-on experience with Windborne, but I'd like to make special mention of the fact that the game is currently part of Steam's Early Release program, which of course means that it's still unfinished and under constant development. With that in mind, I dived into Windborne's world of mystical floating islands, and I've got more than a few thoughts about the game, where it's going, and where it needs to be.

  • Hands-on with Hearthstone for iPad

    by 
    Justin Olivetti
    Justin Olivetti
    04.17.2014

    While I was part of the early beta crowd for Hearthstone last year, I haven't played it in quite some time. It wasn't because I became disenfranchised with the game but rather because I felt it truly belonged on a tablet -- and playing it on a PC just felt wrong somehow. So I've been waiting for Hearthstone to finally make the leap to the iPad, and when that happened yesterday, I was all over it like a murloc swarm on a noobie. In many ways, Hearthstone is absolutely tailor-fit for mobile gaming. It requires minimal manipulation; poking, holding, and the occasional swipe is about as complex as the physical mechanics get. It's a turn-based thinker's game that gives you ample time to plot your strategy and get a few other things done between moves. On an iPad, that's pretty easy; I would read a book while my opponent took his/her/its turn. The game actually kept me up past my bedtime because of the "just one more match" temptation, which tells me that the magic that fueled my interest in this game in beta is roaring more now than ever. But how does it actually handle on Apple's devices?

  • 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: 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.

  • Shards Online developers plan for a player-run MMO

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.31.2014

    More or less every MMO starts up its advertising with some trace of the idea that you can play however you want. Not every MMO talks about the idea of letting players run the servers at the top level, however. But that's what Shards Online is aiming to provide. A recent interview with the developers discusses the idea, with studio co-founder Derek Brinkmann explaining that it's one of the first steps to dismantling the idea that the designers have to tell you how to enjoy yourself. Citadel Studios is a team made up of former Ultima Online developers who wondered why more games haven't embraced the idea of taking live events to their logical conclusion with modern technology. Shards Online is set in a multiverse, with several different worlds featuring slightly different rules, while players can tweak the overall structure to their individual preferences by running their own servers. The game is in development for Windows, Linux, and Mac, with an alpha expected later this year.

  • Hands-on with TUG, The Untitled Game

    by 
    Gavin Townsley
    Gavin Townsley
    03.28.2014

    In my youth, my father handed me nails, wood, and a hammer and told me to build whatever I wanted. I managed to create swollen fingers and a few tangled heaps of wood and nails. Nerd Kingdom is a lot like my father, but instead of wood, the studio is handing me TUG, or as I like to call it, everything. TUG is a sandbox RPG akin to Landmark or Minecraft, but something about TUG is different. Maybe it's the development team that contains working titles like Economist or Behavioral Scientist. Or perhaps it's the data-driven design philosophy, which claims to deliver a better experience by analyzing how we play. Regardless, it's clear that Nerd Kingdom is attempting to give us more tools to create, both for the players in game and the modders outside of it. My recent demo, interview, and hands-on session showed me how TUG will unlock the creator's imagination -- with fewer swollen fingers.

  • First Impressions: Nosgoth is all right, but that might not be enough

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.21.2014

    Let me begin with a somewhat tortured analogy: Nosgoth is sort of like discovering an obscure bit of British nobility of dubious importance. Those intimately familiar with the relevant lineage will be somewhat perplexed by this stranger, who is not really at all what they expected. Everyone else will just see someone showing up in a crowded field without a whole lot to say. In a way, that would almost be easier, since then you could just write it off altogether. It's just not terribly unique. Nosgoth is the sequel to the long-running Legacy of Kain series, which eventually moved over into the Soul Reaver series and kind of petered out in 2004 or so. A lot of people really enjoyed it, and there have been rumors about another sequel coming out pretty much forever. Instead of being an in-depth RPG, however, Nosgoth is a class-based asymmetrical shooter. So it's not really as much a sequel as it is a thorough pillaging of an existing IP layered onto another sort of game altogether.

  • SMITE brings out Ullr right before official release

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.20.2014

    The official launch of SMITE is just a few days away -- March 25th, to be specific. But there's still time to work in one more deity to the game's overall lineup. The last pre-launch patch has added Ullr, the Glorious One, a hunter capable of working in both melee and ranged combat with equal damage. Using his ultimate ability swaps stances, letting him attack with greater speed from range or steal life with his melee hits. Swapping between ranged and melee stances also shifts how Ullr's abilities work. Ranged mode allows him to fire a column of damage or use a targeted AoE along with a buff to physical damage. Melee mode, however, swaps abilities to a ranged attack, a leap to a target location, and a movement speed buff. The patch has also updated the physical models of several gods, meaning that when the game goes live next week, it'll be in the best state possible... and with one more god to play.

  • Final Fantasy XIV shows off crafting and gathering improvements for 2.2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.18.2014

    Final Fantasy XIV's second major patch is bringing plenty of things for people to fight and kill. But what about players who would rather gather and craft? They haven't been forgotten in the slightest. The latest development blog shows off what the Disciples of the Hand and Disciples of the Land are getting up to, starting with the inclusion of new crafting stations for housing. Crafters below level 40 can earn bonus CP from these stations, making it that much easier to produce high-quality items as you level. A plethora of new crafting recipes have also been added, including new crafting books that the most experienced crafters will be able to decipher and use. New main-hand tools will also be available in exchange for crafted goods and gathered materials, while gatherers will have access to new resources. Fishers aren't left out, either -- there's new sea life to be caught, fish so rare and unexpected that they were thought to be only legend. So if you don't want to start the next patch off with some fighting, you can take the time and just craft your days away.

  • Transformers Universe opens up first-come, first-served beta signups

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.14.2014

    Do you want to be in the first wave of Transformers Universe testing? Then go sign up right now. No, don't finish reading the rest of this article, sign up right this moment. The first beta event is apparently taking place this weekend, March 15th and 16th, and invitations are being handed out according to the highly advanced metric of "the first people who ask for it get it." So go sign up, we'll be here when you get back. If you don't get in, you can still entertain yourself with two new character reveals past the cut. Front-Line is a big old hulk of an Autobot warrior with twin axes, a chaingun, and a massive hammer for use against the Decepticons. Conduit, meanwhile, takes care of the Deception medical needs while also providing fire support with his ranged rifle. You can take a look at both videos embedded just past the break. [Source: Jagex press release]

  • Hands-on with MOBA Dawngate's closed beta

    by 
    Andrew Ross
    Andrew Ross
    03.14.2014

    Dawngate. Another day, another MOBA, right? So why bother with this one? What does it do differently? What does it do better? Why play this over something else? I can't be the only gamer asking these questions, especially in such an oversaturated market, so I spent my weekend playing EA's Dawngate closed beta for that very reason. Here's how it all works. When entering a match, you'll choose your character and then your preferred role to help coordinate with your group. This isn't just an "I'm going to jungle" icon; it actually provides you certain benefits for playing your role correctly. For example, a "hunter" does bonus damage to jungle NPCs and is healed for a portion of their total health after you kill them.

  • Exploring WildStar's endgame raids and dungeons

    by 
    Miguel Hernandez
    Miguel Hernandez
    03.12.2014

    For those who like endgame PvE content, Carbine's upcoming MMO WildStar is hoping provide not just lots to consume but a variety of ways to consume it. I'm no longer the type of gamer who has to race to max level, and fortunately for me, WildStar plans to give us that "raid feeling" even while we're leveling via adventures and shiphand missions and world bosses and even public quests. But there's much more to PvE than that. At last week's press event, I sat down with Lead Combat Designer Chris Lynch and Lead Dungeons and Raids Designer Brett Scheinert to talk about endgame and PvE in the next big themepark.

  • Battlegrounds, arenas, and warplots: How PvP works in WildStar

    by 
    Miguel Hernandez
    Miguel Hernandez
    03.12.2014

    PvE is a staple of MMORPG gameplay, but if you prefer the challenge and adrenaline rush of fighting against another human being while bashing on a keyboard and circle-strafing to dizzying effect, then you, my friend, are a PvPer. And if you've PvPed in other games, you'll be familiar with WildStar's battlegrounds and arenas. But warplots? What's a warplot? That's just one of the PvP-related questions I asked at a press event last week at Carbine Studios with the WildStar team. Battlegrounds Designer Kevin Lee and Lead PvP Designer Jen Gordy explained to me that PvP is one of the key focuses of the game; all PvP content in WildStar will be on a cross-realm queue. Your level and gear stats will be normalized to provide an equal playing field. WildStar's telegraph system ensures that PvP is extremely reactive, which is typical, but what's not typical is being able to see where your enemy is aiming that AoE or conal attack.

  • WildStar announces June 3rd launch date, preorder bonuses

    by 
    Bree Royce
    Bree Royce
    03.12.2014

    It's official: WildStar is launching worldwide on June 3rd, and as of right this very moment, the NDA has lifted. Preorders for Carbine's sub-based sci-fantasy MMORPG will be available next Wednesday, March 19th. The $59.99 preorder provides beta events, early access on May 31st, housing deco that grants a rest XP bonus, character and guild name reservations, a 10-slot storage bag, and the exclusive rocket house shown above, in addition to the Standard Edition's 30 days of play time, buddy passes, and more deco. Another $15 gets you a Digital Deluxe version with a hoverboard, costume, title, and dye set. Stay tuned today for Massively's coverage from the recent press event, and enjoy the newly released images and launch announcement trailer. [Source: Carbine press release]