sci-fantasy

Latest

  • Xsyon now has cooking and farming

    by 
    Jef Reahard
    Jef Reahard
    09.09.2014

    Did you know that you can cook and farm in Xsyon? Yep, you can, thanks to the latest patch which added the ability to combine ingredients and create recipes, food buffs and bonuses, and even signature dishes. If farming's more your style, Notorious Games says that you can now "raise a variety of different crops, watering, tending, and fertilizing them to obtain bountiful harvests." More details are available via the latest Xsyon patch notes.

  • Skyforge trumpets Paladin class

    by 
    Justin Olivetti
    Justin Olivetti
    09.08.2014

    The mix of sci-fi and fantasy themes in Skyforge marches on, as the upcoming MMO announced its latest class: the Paladin. Heavy armor? Big sword? Giant shield? Divine backing? Yes on all counts. According to the reveal, Paladins "are the spiritual heirs of Aeli and a true weapon of good." As would be expected from this type of class, Paladins are tank characters with high health, fast regeneration, the ability to shield allies, and plenty of defensive skills. The Paladin builds up righteous anger to unleash in the form of special abilities and must pretty much always fight in melee range. We've got the Paladin trailer after the break, so give it a look-see and let us know what you think!

  • The Nexus Telegraph: WildStar ain't doing so good

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.08.2014

    If you somehow missed it, last week the WildStar team announced that the game will be squishing into megaservers to help bolster populations. What the hell happened? Contrary to what the developers would like you to believe, this is not good news. It's especially bad news if you're part of the roleplaying community, as you're about to get shoved into a server configuration that's almost specifically designed to prevent you from roleplaying outside of a handful of shared plots, but it's bad news for everyone. And it's bad news for the game when server merges are a reasonable reaction after less than three full months of operation. We all know that the game launched to good reviews, and it's far too early to say, "Well, it failed." At the same time, this is not a sign of a robust and vibrant future. This is the first stage of an organized retreat, and it doesn't inspire confidence. So what, exactly, took place that brought the game from the high of its launch to server mergers today?

  • The Secret World announces Sidestories: The Last Pagan mission pack

    by 
    Justin Olivetti
    Justin Olivetti
    09.05.2014

    The summer content drought for The Secret World is almost at an end, as Game Director Joel Bylos announced today that the game will be releasing a new mission pack "in the next couple of weeks." Sidestories: The Last Pagan will contain six additional missions to the game, including two investigation quests. These missions will all be located in or around Tokyo, and when all six are completed, they will reward the players with a teleport to Tokyo from anywhere else in the game. Bylos said that the team is also making improvements to the AEGIS system with two new skills and installing an on-screen notifications system to facilitate communication between the game and the player. It also looks as though TSW will be selling emotes, hairstyles, and makeup unlocks in the store as well as adding them as mission rewards. Past the sidestories pack will be Issues #10 and #11, the latter of which will contain a unification of the raiding experience.

  • WildStar announces megaservers

    by 
    Justin Olivetti
    Justin Olivetti
    09.02.2014

    WildStar will be cleaning up its server list and condensing populations in the future, as Carbine Studios announced today that it will be implementing megaservers for the game. The team did caution that it "still some ways away" from the change but wanted to get the news out now. "Going the megaserver route means that we vastly increase server capacity allowing for greater critical mass of our player base, resulting in more people, more groups, more activity and more raids... more of everything that makes WildStar so fun," the team posted. The new megaservers will eliminate the old rulesets and replace them with one PvP and one PvE server per region (North America and Europe). The region lock will still apply, however. The team will also be putting specific chat channels (such as roleplay or French) to offset this elimination of old rulesets. All players will be getting an increased number of character slots to 12 when the megaservers go live, and Carbine will be adding last names to avoid name conflicts. In the meantime, Carbine is allowing for free realm transfers for everyone.

  • PAX Prime 2014: The mystery behind WildStar's Nexus

    by 
    Justin Olivetti
    Justin Olivetti
    08.31.2014

    Nexus is a giant ball of mysteries at its core, but WildStar doesn't want to drag out solving them. In the upcoming Defile drop, the team is prepared to address some of the biggest questions of Drusara and the Elden as players delve into the mystery of Genesis Prime. I sat down with Carbine's Stephen Frost at PAX Prime to pry out a few secrets in advance of the patch's release. Defile is a massive patch compared to the game's first two releases, piling on a ton of solo, small-group, and large-group PvE content for players to face and conquer. A new zone will open up, one that's a key battleground between the Strain and Drusara, and things have gotten all sorts of weird there as a result of the clash. There are sentient spiders who have kidnapped faction leaders, a black focus that is malfunctioning, and a five-stage public event that includes bombing runs and a 20-man boss fight.

  • Funcom's revenues decrease in Q2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.28.2014

    Funcom has released its second-quarter financial results for the year, and it's not a glowing success story. Revenue dropped roughly $600,000 compared to Q1, a drop attributed to weaker in-game item sales over the quarter. Despite this, the report indicates that the company remains on-track as a whole, with the overall pattern of expenses not significantly changed. All of the major MMOs in the studio's portfolio are stated to be cash-flow positive, which is good news for fans. While the company launched several marketing attempts to draw more players into its titles, The Secret World was the most successful at bringing in more players via its most recent major update. The company projects good results for LEGO Minifigures Online when it releases in October. Interested players can look at the full report, which is less overwhelmingly positive than might be ideal but hardly paints a picture of doom.

  • Get Skyforge closed beta keys in a social media scavenger hunt

    by 
    MJ Guthrie
    MJ Guthrie
    08.27.2014

    Did the upcoming title Skyforge grab your attention during its Gamescom panel earlier this month? Are you now looking forward to delving into the class-swapping system for yourself? If so, we've got good news: You have the chance to nab a key that guarantees access to the closed beta! Obsidian is having a scavenger hunt giveaway on the game's official Twitter and FaceBook page, getting a total of 100 keys into the hands of fans. Numerous keys have been posted already, so if you want one of them, keep your eyes peeled. If you don't win, however, you can still sign up for a chance to get one on the official site. [Thanks to Dystopiq for the tip!]

  • WildStar's Jeremy Gaffney steps down as president of Carbine Studios

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.27.2014

    Jeremy Gaffney, President of Carbine Studios, has announced via the WildStar forums that he will be stepping down from his current role as president of the studio. He's staying on in a consulting and advisory role, but he'll no longer be steering the operation. Why the change? According to Gaffney's post, part of it is a result of both losing several family members to cancer last year and having to receive treatment for skin cancer himself. He's recovering without incident, but he put off the treatment for nine months to keep working through launch. Meanwhile, he also wants to allow the studio's creative team to keep working on improving the game rather than simply listening to his creative vision, something which is more easily accomplished if he steps away from an active role. Gaffney concludes his letter by thanking the fans as well as the studio for making a game that he's proud to have been a part of. [Thanks to Pete for the tip!]

  • WildStar to make character upgrades easier

    by 
    Justin Olivetti
    Justin Olivetti
    08.26.2014

    The WildStar devs claim that they are listening to players' concerns over the infrequency of AMP upgrades and ability tier unlocks, which is why the team is planning to roll out several improvements to these drop rates in an upcoming patch. "For the uninitiated, players earn AMP power points and ability tier unlocks naturally through leveling up in WildStar," the team posted. "Special items can be found throughout the game however that further boost your character's AMP points and ability tier unlocks. These items, based on our data and from feedback from players, simply do not drop enough." Players will see a drop rate increase from level 50 creatures and PvP victory bags. On top of those, the team is putting in one-shot items from endgame reputation vendors, the prestige vendor, gold medal veteran dungeon rewards, and at path levels 15 and 30.

  • Carbine Studios planning to address WildStar server issues

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2014

    Does your server in WildStar feel just a bit empty lately? Of course it does; there are always population issues in a game after the initial subscription rush, and players trying to gear up for the game's larger raids have been feeling the pinch. There's good news, however, as the developers are apparently looking into solutions. Design Producer Stephen Frost replied to fans on Twitter earlier today stating that the team is working on some new technology to help alleviate the issue of population. Whether this means a more open server structure, guesting on other servers, or something else altogether remains to be seen, but it's at least comfort for players stuck in something of a ghost town.

  • The Nexus Telegraph: Habits that WildStar should keep

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2014

    Last time around in this column, I talked about the stuff that WildStar desperately needs to get out of its system, and quickly. I'm pleased with it. With the scaling-back of the update pace and some changes that I expect to be coming, I'm hopeful on that front. (Incidentally, if someone has a link to an actual promise of monthly updates from Carbine Studios, pass that along, since I don't think anyone ever actually promised it so much as just wound up doing it.) So why am I still playing the game? Because it's got a lot to recommend it despite those failings. These are not bad habits that the game needs to kick but things that the development team should arguably double down on. They're arguably the best parts about the game and certain what makes it stand out the most. So in direct counterpoint to last week's article, here are the things that WildStar should keep doing.

  • WildStar elaborates on change to update cadence

    by 
    Justin Olivetti
    Justin Olivetti
    08.23.2014

    Today, Carbine Studios posted a follow-up to the breaking news that WildStar would be dropping its monthly update pace for more of a "when it's done" approach. Product Director Mike Donatelli elaborated on the decision: The plan was to roll out a zone next month, and a pretty badass one at that. The new zone and its contents not only sets up the epic ongoing world story of WildStar, but provides more group and solo content along with costumes, items, etc. What we hadn't planned for was the mountain of feedback. You guys have been vocal about everything from bugs, early level content, attunement, PvP, and Elder Game. And we were listening. Because of that, we decided to make a change. We are adding a month's worth of feedback and bugfixes to the mix based on player feedback and user experiences. These are changes to core systems such as economy, classes, PvP, crafting -- you name it. We're knocking out bugs and making changes to improve your gameplay experience. We want to roll these issues into the patch with the new zone content and that's going to take some more time. How much time you ask? That's an excellent question! We're going to take the time to make sure that this next patch is not only badass but bug free. I'll update you again shortly with the list of details on what's being addressed in the game and the timeframe.

  • The Daily Grind: What's the most challenging MMO you've played?

    by 
    Justin Olivetti
    Justin Olivetti
    08.23.2014

    I've played my fair share of challenging MMOs over the years. From obtuse interfaces to steep learning curves to tough-as-nails combat, the myth of MMOs being nonstop faceroll games has been disproven time and again. However, if I had to pick the single most challenging title, it would be The Secret World, hands-down. Nothing about The Secret World comes easy. The combat has you struggling sometimes against standard mobs, the game's many systems are complex and non-intuitive, the story isn't spelled out for you, and some of the quests tax my brain far more than my reflexes. Don't get me wrong; I love TSW to its core, but it's stupid hard at times, so much so that it's kept me from seriously pursuing an alt. What would you say is the most challenging MMO that you've ever played? 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!

  • Gamescom 2014: WildStar abandons monthly update pace

    by 
    Justin Olivetti
    Justin Olivetti
    08.21.2014

    Yet another MMO has fallen into the trap of promising monthly updates after launch only to realize that it's not as feasible as once thought. A mere two content updates into the live game, WildStar announced that it will be abandoning its monthly pace in favor of major drops every few months. At Gamescom, Senior Game Designer Megan Starks fessed up to the change of release cadence: "Originally our idea was to have a really aggressive post-launch schedule, just constantly provide stuff for our players so that there's always things for you to do. Now that we've put out two of our updates, our schedule is still planned out. [...] We decided to work on [the upcoming patch Defile] until it's a really good quality state. We do know that we want it to come out in the next few months. Instead of saying that we have this hard deadline, that it's going out no matter what, we're going to take the time to make sure that the quality is there." When asked if this is going to be the case for updates in the future, Starks said, "Yes."

  • Carbine Studios explains WildStar housing prices for music

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.20.2014

    If you'd like to change the music on your housing plot in WildStar, you'll be able to do so with the next major update. But it's going to cost you a pretty penny. Players have been a little upset about this for understandable reason, so Social Systems Lead Victoria Dollbaum took to the forums to explain why the prices for this feature -- as well as wallpaper options, atmosphere, and similar points -- were being set so high. Dollbaum explains that rather than simple changes, these purchases unlock the feature forever, rather than incurring another cost each time you decide to change. While the current system is less expensive, it also requires you to buy changes to wallpaper, sky, and so forth every time you change; with the new system, once you've bought it once, you'll never have to do so again. It doesn't fully ameliorate the issue, but understanding the reason might make it a bit more palatable.

  • Origins of Malu's Dunham talks phased release, Unreal 4, and more

    by 
    Jef Reahard
    Jef Reahard
    08.18.2014

    So, what's going on with Origins of Malu? Quite a lot, as it turns out. Recall that the sci-fantasy game recently updated its website and hinted at huge upcoming changes. Lead developer Michael Dunham then took to YouTube over the weekend to talk about what's basically a complete revamp of both the game and the development process. The dev team has switched to the Unreal 4 engine as well as DirectX 11, which of course involves plenty of labor, testing, and the like. Dunham also mentions that OOM's original scope was way too big, and even though the team has already spent nearly five years and 60,000 hours on the project, a "much smaller scope for initial release" is driving the current plan. There's a "much, much higher focus" on combat at the moment, Dunham explains, though he says that the end goal is still a skill-based sandbox. You can watch the full devlog after the break.

  • Gamescom 2014: Skyforge's crew narrates a 30-minute tour

    by 
    Justin Olivetti
    Justin Olivetti
    08.18.2014

    Skyforge is a title that has caught my attention for several reasons, including its pretty graphics, its science-fiction bent, and its flexible class build system. Past that I'm a little ignorant, which is why I appreciated the following video from Gamescom. After Skyforge's trailer, the team delivers a crash course on the game's lore, features, and combat. One of the interesting aspects is how the game can zoom out to show you the entire world so that you can easily see where quests for your character are waiting. If Skyforge is on your radar, do yourself a favor and give the Gamescom panel a watch when you have a moment!

  • Origins of Malu goes 'back to the drawing board'

    by 
    Jef Reahard
    Jef Reahard
    08.15.2014

    Long-gestating sci-fantasy sandbox Origins of Malu has an updated and now rather cryptic website teasing something called Project: Hail Mary as well as some "upcoming changes" for the game. Burning Dog says that it has gone "back to the drawing board so to speak and in the next couple of weeks, we'll be unleashing just what OOM has become during our hiatus!" There are also PlayStation, Xbox One, Mac, and Windows logos prominently displayed on the teaser page. Finally, the revamped landing page mentions a video blog scheduled for Sunday, August 17th. [Thanks Dystopiq!]

  • Gamescom 2014: WildStar reveals new dungeons and raid tweaks

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.15.2014

    WildStar is on the ground at Gamescom 2014, and it's got something new for players to explore. Specifically, it's got the game's newest dungeons. The Protostar Academy and the Ultimate Protogames are intended for level 10 and level 50, respectively; the former is meant to help introduce players to mechanics found throughout group content, whilst the latter will provide a new top-level experience with heretofore unseen mechanics and content. And, of course, plenty of bosses that tested very well in marketing, because this is Protostar we're talking about. You can see the dungeon in action on this archived Twitch stream, starting at 4:45:00. But what about players looking into getting into the raiding scene? Will this help bridge the gap? According to the latest dispatch from the developers via the Nexus Report, while there are no content nerfs incoming, attunement processes are being eased. Silver medal requirements are being lowered to bronze, rune slots are being added as definite additions to both crafted and dungeon gear, and attunement item requirements are being tuned down as well to make life just a little bit easier. [Thanks to Syphaed for the tip!]