Yearly Archives: 2010

Saddle Up Your T-Rex or Dragon, Rides Now Available in Free Realms

Saddle Up Your T-Rex or Dragon, Rides Now Available in Free Realms

What’s better than having a T-Rex or a Dragon as a pet? Having a T-Rex or a Dragon to ride you around in Free Realms!
 
Dragon and T-Rex Rides are now available to transport players, with more Ride options coming soon.  Players on Rides can have all the fun in-game adventures they had before rides, but at quicker travel speeds. Rides are super-fast and let players travel around Free Realms at more than 150% of their normal speed.
 
Ride vendors can be found in Sanctuary, Seaside, Merry Vale, and Lakeshore. At each vendor there is a stable hand and a trainer to answer questions and help with purchases. To buy a Ride, talk to the stable hand or enter the Station Cash Marketplace. You will need to click the “View All Categories” button and click “Rides.” T-Rex rides are currently priced at 450 Station Cash and dragon rides are currently priced at 550 Station Cash.  Rides are currently available for Members only.
 

Members Only Free Realmse Rider Mount

 
Rides Features:
• Choose T-Rex or Dragon Rides in five different tints
• Rides provide faster travel speeds of up to 150%
• Ride vendors available in Sanctuary, Seaside, Merry Vale, & Lakeshore
• One click of the saddle to get on and off the Ride
• Run, jump, swim, and bounce off launch pads and more!
• Ability to own more than one Ride.

 

 

Cool T-Rex Mount Free Realms

Zero Online Bonus Surge for the Recruits

Zero Online Bonus Surge for the Recruits

 

Zero Online is a 2.5D MMORPG developed by TQ Digital that is set in a science-fiction universe with robot avatars. TQ Digital would to invite you to try ZO and help you with a bonus surge.
 
 
Do you want to win gifts worth up to 500 dollars? If you a newcomer, don’t miss out on this amazing opportunity to win something good for free! From February 25 to March 24, if you register a new account and create a new character, you will be able to obtain a Newcomer Pack. It includes lots of amazing items as followed:

Zero Online - Starter Pack

You can open the Newcomer Pack once at each of the following level intervals 1, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140 and 145 and claim some great prizes. The Newcomer Pack will be sent to your cabin automatically after you register a new character successfully. Please don’t drop your pack after claiming the items, or you will not be able to claim other items when you meet the level requirement next time.
Zero Online - Discover Yourself Here! Every Has Chance to Be no 1
You can claim lots of Elite gears. And last but not least, you will be able to claim a +3 ultra weapon when you reach level 145.
Note:

1) All items inside the Newcomer Pack are Bound items, so the Pack or any item you get from it cannot be traded or vended and will disappear when dropped.
2) You need to reach the required level to open the pack and get some rewards from it. It will disappear after opened and you will get a new one for the next level. The last of these packs is Newcomer Pack Lv145.
3) Each character will only get one pack, so be careful with yours!

Troubled Unions

Troubled-Unions is a browser based mafia RPG. 


– Walk the streets
– Attempt Crimes
– Join Mafias or start a new one
– Battle Arena
– Mafia Battle Zone
– Bomb other players and mafias
– Attack or mug other players
– Start a business
– Go to the Workout Centre and train your stats
– Own a pet
– Get a job
– Race Cars
– Play the stock market

Bounty Bay Online now three years on the high seas

Bounty Bay Online now three years on the high seas

 

 

Break out your finest keg of rum, adorn yourself with your most exquisite jewels and polish up your hooked hand – because today is a very special day: Bounty Bay Online is celebrating its third birthday! Publisher Frogster is using the anniversary as an opportunity to thank its loyal players and so is delighted to announce today as the start of the ‘Bounty Bay Online Holidays’. Up until 31st March, during the jubilee weeks, shop points and cash prizes with a total value of more than 750,000 Euros will be berthed among the online treasure seekers.
                                                                                                                        
It was on 22nd February 2007 that players first hoisted their sails and Bounty Bay Online started out on its maiden voyage. Three years and three comprehensive content updates later Frogster is celebrating the pirates’ jubilee in a quite special way: A series of community promotions will sweeten the tough life of the pirate over the celebratory period. Among other things, beckon doubled experience points and an increased drop rate for booty items. In addition all players will this week be receiving a voucher code for 50 shop points along with the newsletter.
 
 
The promo launch is marked today with an event in which all users buying shop points up until 25th February will receive double the value – therefore 100 percent extra points –   of the points purchased.
 
 
The climax of the ‘Bounty Bay Online Holidays’ will be a seven-day in-game regatta in which players put their piratical knowledge to the test in an adventurous quest. All of the buccaneers who successfully complete the regatta will be entered into a lottery for 333 Euros as well as for various item packages.
 
As a crowning closing event to mark the end of the celebrations on 31st March, Frogster will be running a lottery for a full 1000 Euros among all of the players who have been active during the jubilee weeks.
 
There is a special micro site which gives more information about the ‘Bounty Bay Online Holidays’: http://www.bountybayonline.com/en/3years.html.
 
 
Although Bounty Bay Online has been out there making the seven seas a more adventurous place for more than three years now, Frogster posted new records in January for new player registrations and the CCU (number of players simultaneously online). So the wind is certainly continuing to billow in those sails. And now Bounty Bay Online is setting course straight for the fourth comprehensive expansion. More details to follow on this very soon.

Bounty Bay Online 3 years old!

Face of Mankind Community Update

Face of Mankind Community Update
We have received the following message from the Face of Mankind Community Team:
 
We are pleased to announce a major patch with several major features that have long been requested for by our players at Face of Mankind.
 
 
Firstly, we are pleased to present a major revision to the Vortex Gate system. We have revised the starmap which is currently used only to select the city or colony a player wishes to visit, and added the ability for players to select precisely which vortex node they wish to enter the city or colony by. To do so, players need only select on the world they wish to travel to, and a small window will open with the relevant description of the world and the nodes the player can choose to travel to. The options that appear will vary depending on your account type; in other words, whether you own a premium or free account.

If you own a free account, you will be presented with two options:

1. Choosing the default faction node that every member of the faction will vortex into together if this option is chosen, and which changes every 30 minutes (ingame time) – which was until now, the only option available during the vortex travel process; 2. And choosing to travel to a completely random node on the selected colony/city; a feature implemented to prevent the phenomenon of players ‘camping’ the default faction node once it was made known to them through spies or other methods.

If you own a premium account, you will be presented with the following options:

1. The two options available to free accounts as mentioned above; 2. And the ability to specify exactly which node on the selected colony/city you wish to travel to.

Secondly, we are pleased to finally release a Player versus Environment (PvE) feature in the form of our aliens or ‘xenomorphs’ that can only be located on the planet Necars Field. Although this feature has been implemented in Face of Mankind for quite some time now, it was only a preview of what was to come – and  what has now arrived.

The xenomorphs will be automatically spawned at various locations interspersed throughout the entire world at regular intervals, hence ensuring that the world will remain perpetually populated with xenomorphs.

Up till now, killing these creatures has long been a pointless exercise, with no rewards other than the fun that is derived from cooperating with other players against a common foe. Now, hunting and killing xenomorphs (or even merely contributing to the latter) will result in minor rewards in the form of Universal Credits (not Faction Credits), Experience Points, and item loot. True to our closed economy, none of these rewards (barring Experience Points for obvious reasons) are generated out of thin air. The Universal Credits for this are drawn from a pool that is contributed to by the fees for ingame player advertisements, as well as the fees levied on the factions for setting a faction to enemy status. Similarly, the items looted by killing xenomorphs above a certain size are actually from a pool of items contributed towards by permadead characters, as well as any items above the limit allowed for a free account when a player cancels his premium subscription. Note that this is merely one of the various ways we have to ensure that items and credits that exit the system have a way to be reinjected into the economy to prevent a shortage in the money supply.

A new system of looting only for xenomorphs has been implemented, where looted items that are assigned to you will automatically appear in a loot window. Do not worry about this loot window popping up in the middle of a fight with a xenomorph and causing your death – the window will only popup in the background, and you can access it simply by pressing the Escape key. Once you are in a safe area, you can move the items into your inventory, equipment slots, or even directly into your world storage. Note though, that you can only transfer the items while you are still on Necars Field. We would like to remind you that while keeping these items in the loot window will not contribute to your character weight counter, the items will no longer be available for looting once you die and are sent to the Cloning Facility.

In response to the possibility of this feature being abused, we have set a daily cap of 10,000 Universal Credits that can be earned by any player through this system. Once this cap is reached, players will not only stop being able to earn Universal Credits, but also Experience Points and item loot. Face of Mankind is still a social game, and we still wish for Face of Mankind to remain as such through the continuous interaction between our players. We have implemented this feature as a means for players to engage in activities other than Player versus Player combat all the time, but not as a means to completely avoid working (or fighting) with their factions, other factions, and/or with other players.

We have many other plans to add upon what Face of Mankind has to offer in terms of content. These are more NPC’s to fight, new items useful in combat such as weapons, transportable shields, boosters and more.

Faces of Mankind

Alganon Interview: What Is All The Hubbub?

Alganon Interview: What Is All The Hubbub?
Questions by Vincent Haoson
Answered by David Allen, President and Co-founder of Quest Online and Hue Henry, Director of Development

 

Alganon slowly picked up steam as 2009 unfolded, keeping its subscribers happy and content. It has already been a few months since the games soft launch and we here at OnRPG got the opportunity to talk to the busy people of Quest Online to give us the scoop with what’s up with the game.

 

OnRPG: It has been a few months since the game’s soft launch and you’ve been hard at work since then, we’d like to know how is the game faring now and how far are you in refining the game?
David Allen: This week’s launch will fix the major remaining disconnection issue along with numerous quest/data bugs and address the loading speed of the client. February 1st was our milestone for completing this core stability and we’re right on schedule. In addition we have used the soft launch time to refine the core of the product and prepare for the re-launch on March 1st. Things are going very, very well. Alganon is taking shape to be the game we all envisioned.

 

OnRPG: How long do you think till the game launches? What are the factors are you still looking into before you launch Alganon?
D
avid Allen: March 1st is our re-launch. The goal is refinement, stability, numerous instances, and an assortment of new features. We will announce more details as we approach March 1st.

 

Alganon Hammer

 

OnRPG: What were the difficulties that you faced in developing Alganon? It’s no mean feat that you make an MMORPG this huge from the top down, even if you have a very experienced team.
David Allen: The number one issue has always been funding and pairing those funding challenges with adjusted content and release schedules, mainly because we weren’t interested in working with VCs or Investment Bankers. We are completely privately funded by individuals. In addition, developing a true persistent MMOG in today’s economy and market is a whole different game from the challenges that existed just a few years ago. For the first few years, one of the major challenges was acquiring talent capable of working in our virtual environment, but once the core team and processes were put into place that was no longer an issue. The biggest challenge right now is visibility. It’s a catch 22. We didn’t market at all in Dec/Jan because it would have been drowned out by other products, but we needed to release the game, so we decided to do a soft launch. As we prepare for the “real push” over the next month or two, players will see a big shift in Alganon.

 

OnRPG: Where did you base the lore Alganon is using? What were your inspirations while developing the intricate story that’s part of the Alganon experience?
Hue Henry: For Alganon, we wanted to create a lore that was familiar to fans of the fantasy genre, but was still completely original and something that players would be excited to be a part of. To do this we had two main goals in mind. One of goals was to make the gods into complex characters. We didn’t want the deities of Alganon to be concepts or stereotypical ideas; instead we wanted them to be deep, emotional creatures that have complex relationships, make mistakes, and wage war for personal reasons. They are still beings many times more powerful than any mortal, but they are far from perfect. The antics of the gods drive the majority of the story in Alganon – every action that takes place in the world can be traced back to one of the gods. This makes the idea of paying patronage to the gods an important one, as they are capable of choosing favorites, having enemies, and making world-changing mistakes.

 

Our second goal was to avoid traditional fantasy races, without losing the traditional fantasy themes. There are no elves, dwarves, or orcs in Alganon, but we have plans to add races that have their own unique twist on “being at one with nature” or “workers of the earth” or being “unnatural monsters that revel in fear and chaos.” These allow our races to be familiar on the surface, but still be completely new, and something that players have not seen before. 

 

As far as inspirations, we looked, but wanted our deities and heroes to be realistic. To achieve this, much of our inspiration comes from history. History’s greatest leaders and most infamous villains were equally flawed characters; their actions can be traced back to their complex psychologies and unusual views on the world. We put some of those same flawed world-views into our major characters so that their actions and decisions would create powerful and realistic stories.”

 

Alganon Combat

Epic Combat in Alganon

 

OnRPG: It seems that Alganon is going to be an epic adventure for players, how big are you expecting the game’s lore to be in the future and how are you going to go about it?
Hue Henry: The lore of Alganon is already epic in proportion, and stands to grow even larger. One of the important elements of our design philosophy is that we want the players to be the central heroes in the stories. Rather than a lore filled with NPCs and fictional groups invented by our devs, we want the lore to be one full of player-characters and player-run guilds. We already have several large guilds on our servers who are working to earn their place in the lore by completing a game-wide event known as The Dawning.

 

Likewise, we have built the game in such a way that we can take the story in dozens of different directions based on players’ reactions to the existing content. We have complex back stories and future plans for each and every one of the NPC groups that players come across in the game – if we notice players gravitating towards certain content; we will simply choose those plans as the launching point for future content. If the players enjoy the skitter, we have skitter-based storylines ready to go. If they prefer the Peacemantle, we can add Peacemantle content instead. Likewise, we will be adding new groups, and new concepts, giving players even more choice when they help to decide which direction the world progresses.

 

OnRPG: Speaking of which, how are players going to take part (aside from questing and adventuring) in the game’s overall story? Can actual players be part of the game’s story aside from being just an unknown “adventurer”?
Hue Henry: Like other MMOs, Alganon has the typical set of quests that allow a player to level from 1 to endgame while experiencing a series of engaging stories that introduce them to the world. However, on top of this quest system, we have regular events known as World Evolutions. (The first of these, known as The Dawning – is currently nearing completion as several large guilds are on their way to completing the required tasks.)

 

These World Evolutions contain quests, the introduction of new creatures and world bosses, and large-scale events that players will be able to participate in. As players complete these tasks, their information is recorded by the server, allowing our development team to know details of how the content was completed and look for exceptional players. We can tell who completed the content first, or in the shortest time, or the most times, or at the lowest level, or any of a multitude of other conditions, and we can use this information as the “official lore” of the world. So, although everyone may get the chance to battle against the Four Storms, our development team will choose certain elements of that battle to record as the official lore. This lore will be documented in game, in the books and dialogs and other lore object found scattered around the world, thus transforming the participants of these events from “unknown adventurer” to a “legend of Alganon.”

 

OnRPG: One of the things that caught my eye is the inclusion of the study system in the game where even subscribed players can “advance” their characters. Can you give us more details on how this system works?
Hue Henry: The study system is an alternative method of advancement. Players who enter the game will choose an area they wish to study, and their character will begin gaining points towards completing that study. When enough time has passed, the study will complete and the player will gain access to that study’s rewards. Most studies have a small statistical gain associated with them, but the true power of studies comes in their use as keys to unlock additional content.

 

Some studies are very simple; their primary purpose may simply be unlocking access to other studies. Some studies are more complex, they unlock access to quests or items of great value. For example, there are weapons which deal fire, storm, or even wrath damage. These weapons can only be used by a player who has taken the correct path in their studies. (In Alganon, the type of damage you deal is very important. Creatures have varied resistances and may be highly resistant to one type of damage, and highly vulnerable to another.)

 

OnRPG: What’s the difference between those who are using the study system and for those who are playing on a daily basis? And on what terms are those who use the study system be at par with the hardcore gamers?
Hue Henry: The true power of the study system is that it provides an alternate method of gaining power in the game. For example, there are weapons and armor in Alganon that drop off of difficult to defeat bosses that require a large group and a significant time investment to acquire. Hardcore players who put in the extra effort will get this gear the way they gear up in other MMOs – they will defeat these bosses multiple times, either waiting for the items to drop, or building up enough tokens to purchase the items directly.

  

Mount in Alganon

Wonderful Mounts in Alganon

 

But we realize there are many players who have real-life commitments that prevent them from investing this much in a game. These players can choose, instead, to plan and queue their studies in order to open alternative methods for obtaining the same gear. This way, even though they are at work, or school, or a family outing, they are still working towards getting their gear. Hardcore players will still have the advantage that comes from getting their gear first, and being able to choose alternate studies. While the gamer with real-life responsibilities is studying to gain access to the powerful sword, the hardcore gamer may be studying to get access to daily quests so they can earn additional gold and rewards for their gameplay.

 

OnRPG: Speaking of the game’s features we were just wondering if the family system is similar to the guild system of other games or will you still be implementing guilds in Alganon? Why take this route?
Hue Henry: The family system is completely separate from the guild system. Players choose a family at the time of character creation, and they choose this family based on what style of gameplay they enjoy. So, for example, if you are a crafter, you will want to join one of the families dedicated to crafting. This will not only provide you with a special chat channel where you can discuss crafting and setup trade deals, but it will also provide you access to special gear and quests that are only available to members of that family.

 

Guilds, on the other hand, are groups of players who choose to work together inside the game. Players can join a guild, or form their own. Guilds will include players of all different play styles, who will work together to complete some of the game’s more difficult content. By having both systems in place, this allows players to turn to their guild for assistance in play styles they may not personally enjoy (but other people love), but also have a place they can turn to when discussing their own favorite play style. If you are an explorer who loves to find secret areas and beautiful vistas, you can join an explorer family and always have a direct line to other players who are interested in the same type of play. At the same time, you also have a guild you can turn to when you need items crafted or help with combat-based content.

 

OnRPG: Where did you get the idea of the Talrok race? How did you go about with the race’s history and characteristics?
David Allen: I created the Talrok as a counterpart to the Humans, but I didn’t want to create an ugly race nobody would want to play, and I didn’t want them to be too human. I’m very happy with the way they turned out. Doug Shuler and I spent weeks refining their look and feel, and over the next few months, their looks will continue to be refined as we prepare to introduce new races into the world.

 

When I created the core history and lore beyond Ardonya and the Gods, the details of the Talrok and the other races all fell together. Alganon will feature a total of eight playable races when everything is integrated, the lore, details, and background of which was all written over three years ago.

 

OnRPG: Will the other races mentioned in the game (the gnolls, sprites, wisps, Ogran etc.) be included in the race roster in the future? What made you decide to not include them now?
Hue Henry: One of the core philosophies behind Alganon is that we wanted our players to have a say in how the game develops. We wanted to get players into the game as soon as possible, via our soft launch, and get their input and feedback, and then use that feedback to improve the game. To do this, we started with only the two most balanced races, the humans and the Talrok. Since these two races are “jack-of-all-trade”-style races, they allow us to look at what elements of the game our players enjoy most, and we can make choices about our future races based on this feedback. There are numerous races planned for future expansion into Alganon. From the feedback we’ve gotten about our character models and animations from our current players, we are looking at adding the Vesperling and Sylvain as the next pair of races to be added to the game.

 

OnRPG: It seems that aside from the family, study and consignment everything about the game is somewhat echoing other MMORPGs, what do you think separates Alganon from the rest?
Hue Henry: Except for families, studies, consignment, the unique storyline, the role the deities play in the world, world evolution events, the MyAlganon social networking site, the Dual-Role system, an interdependent crafting system that allows pure crafters to be as important as pure combat players, the fact that every crafting profession is valuable to every class, alternate pathways of advancement that allow players to advance in their own way, beautiful new places to explore and strange new creatures to fight, and a development team that is a part of the community and pays attention to player feedback and input, the remaining changes are very small – not the kind of thing you brag about in an interview.

 

For example, the fact that the soldier’s first ability, Shield Bash, requires a shield is not a groundbreaking change, but this change, in combination with countless other small differences like it, allows and encourages soldiers in Alganon to level up by increasing their defensive stats. In most MMOs, the melee-tanking class finds it difficult to both level up and improve their tanking skills. Thus, when you group up for the first time, you will find that these so-called tanks have not learned how to play defensively, and, even worse, players who choose these classes find that at end game, their role suddenly changes. They were expected to deal damage while leveling, and now they are expected to play a tank? They have to learn to play all over again. This is not the case in Alganon. As players level up, they learn their primary role and this role stays with them through endgame. This is one of the major reasons why Alganon’s chat channels are not full of people calling each other noobs or shouting, “learn2play!” These improvements make the game fun, but they aren’t exactly the kind of bullet points you put on the back of a box, and so they are often overlooked or written off.

 

OnRPG: Isn’t it hard to keep up on pleasing a steadily growing community? How do you balance out what the communities want with how you envision the game?
Hue Henry: It is very difficult; however, it is one of our primary goals with Alganon. The secret is to balance based on what choices the community makes while playing, rather than what they say directly. So, we’ve added multiple elements to the game that, internally, we call hooks. These hooks are places where we start down a certain road, just enough to see if players want to go that direction or not. If players choose to go down that path (if they bite the hook), then we will create our next set of content in that direction, and make sure that content is full of new hooks. Then, we watch to see which hooks players nibble on, and move the content in that direction. This way, we are only releasing content that players are interested in.

 

OnRPG: What kind of community do you want to see in Alganon? Why?
Hue Henry: There are many negatives that come with putting a game online. Every dollar spent or hour of work that goes into bandwidth, servers, and networking code could be spent improving other elements of the game. Lag, especially the lag caused by network latency, is something that cannot be controlled by the game designer. Even worse, online games have to always be on guard from hackers, griefers, and exploiters that can ruin the game for everyone else. These things take away from a game’s potential, but what does going online offer in return?

 

One thing: Community. The only thing that online games have that offline games do not is other people. That makes it the most important element in an online game. We designed Alganon with this in mind. We designed Alganon to have a mature, cooperative community that works together to create something larger than they could ever do on their own. This includes our crafting system, which is highly interdependent. You cannot master crafting solo. It also includes our level system, which can be played solo, but serves to teach players the skills they will need when they start to group for endgame content. Every aspect of Alganon is built to encourage an open, mature, and respectful community of gamers who love to play MMOs.

 

OnRPG: What’s in store for players of Alganon in the succeeding weeks?
David Allen: Big changes and enhancements to stability, bug fixes, and details on the upcoming new features and instances slated for March 1st. 

Transpee

Transpee is an extreme online racing game set on exceptional 3D tracks. Racing cars designed in the game gives you thrills as you race along at tremendous speeds while driving on 3D tracks designed using centrifugal forces when the car is traveling at racing speeds. Also, a tremendous 3D Roller Coaster Track with high jumps where drivers have no brake which results in massive crashes with other drivers. 
Game Features:
* Takedown system
* Engine tuning system
* Realistic draft skills
* Easy to learn (simple interface and tutorial)
* Exciting car abilities
* Team modes, speed/item modes
* Massive, dynamic crashes with other drivers
* Unique elements for each car
* Cute characters

Starport: Galactic Empires Review: Pew pew!

Starport: Galactic Empires Review: Pew pew!
By Kei Beneza (dividelife), OnRPG Journalist

 

Remember the time when you were busy dreaming about being a space cadet? Well, now’s your chance! Introducing Starport: Galactic Empires, a futuristic Massively Multiplayer Online Role Playing Game (MMORPG) set in outer space. The game isn’t entirely combat-based, meaning there are options that may take the entire aspect of action out of your in game lives. The game doesn’t really have a story, nor does it have a plot of any sort. Although the visuals and ambience depict the entire storyline for you (which is that you’re in outer space), I couldn’t help but wish they would expand the storyline rather than allow it to be stuck in a specific moment in time.

 

Oh so that’s where it was!

Unlike most MMOs that present the story head on, this game has a variety of quests that will tell you YOUR story instead of simply being a part of the lore. This is by far what grants you your role in the game. Don’t worry though, you’ll be in charge of what particular role you’ll be playing, whether it’s a delivery boy, space pirate, bounty hunter, overlord, etc.

 

Starting Out

After creating your character (or naming it), you’ll be given a quest in order to increase your starting money. This quest/task isn’t mandatory so you can just jump into the action whenever you want. You’ll start out in U.N controlled space where you glide through the place to find your way out. You will be vulnerable to enemy attacks once you enter this area even though it’s considered the training grounds. You can also gather various resources and kill enemy monsters for experience while flying here, so better make the best of it. You can also capture colonies that are scattered around the place in order to gain more workers. You could say that the game is rather lenient when it comes to newbies since they do give a lot of options for those who want to be rich ingame. You can start earning money as soon as you enter the world (great, cash=king). The only problem here is that you’re not the only one, so be careful. Unlike other MMOs, the game does not respect the typical selection of archetypes. This is actually an excellent feature since it allows players to mold their ships the way they want them without having to worry about which goes where and what doesn’t fit.

Note: you might want to earn as much as you can though, since things like upgrades can be quite expensive. Since you’ll be starting off as a small ship, you would want to speed things up in order to become an unstoppable force.

 

SGE Combat

Super Fast Combat Moves

 

Where it all comes down to – WE NEED MORE FUEL!

The game is a bit fast paced regardless of how slow your ship is (contradicting but true). The game uses a system known as “Warping” which allows players to go from one solar system to another. This is a mandatory feature since it allows you to browse around for a merchant who will offer you the best price for your cargo. You lose warp fuel every time you use a warp portal, so it’d be best to keep track before you end up getting stuck in another galaxy. You don’t really have to be the biggest ship out there in order to get your part of the economy working. As long as you gather enough resources and keep capturing scattered colonies, you should be far from bankruptcy (unless you act like a total dimwit and start wasting all your cash on useless items).

 

Enter the planet!!!

The best part of the game is that the planets and space stations aren’t just aesthetic and can be accessed or entered as a persistent zone. You can enter a world by pressing the F1 key (enter mode) and bumping into the station or planet. This is an excellent method of exploration since there are tons of areas to explore.

 

SGE Map

When You Feel Crowded in Space: Go Visit a Plant

 

Controls

One of the best things about this game is the easy to use control scheme. Moving around is as simple as using the arrow keys to navigate your ship. Your CTRL key fires your primary weapon while your TAB key fires your secondary one. I don’t know how technical combat can get with these easy schemes, but at least newbies will be motivated to play.

 

Graphics and Sounds

There’s not much to say about the game’s graphics. Not only do they look old, they’re ULTRA old in my opinion. The sounds are poorly synthesized as well, giving off that weird low bitrate explosion sound every time you blow something up. Aside from poor explosions, the game lacks BGM as well, giving you a dull and silent view of space. I know that the galaxy is supposed to be silent, but how dull is it to fight other players while listening to the wind? The game is pretty old and cannot be compared with other games when it comes to visuals. I wouldn’t go as far as to bash this since it did shine during its time. All I can say is that, the graphics and visuals will no longer appeal to the most up to date gamers.

 

Starport Graphics

Space Can Feel a Little Crowded

 

The verdict

I wouldn’t really recommend this game for those who are looking for a hefty challenge. Almost everything in the game has been simplified, which is good at some point, but loses its replay value quite fast. If you know that there’s no other way to evolve further, that’d bore the buhjeezus out of you. I guess that’s the biggest problem of this game so far. The areas are quite diverse but look a lot like something that the super Nintendo could run. It’s quite old I know, but you can’t really push everyone in the 21st century to do the Macarena right?

 

Pros:
– Diverse galaxy
– Lots of sub areas like planets and space stations
– Character customization (through equips)
– PVP is good
– Easy to play.

 

Cons:
No mercy for newbies when it comes to PVP
– Outdated graphics
– Too easy sometimes
– Needs BGM (and a lot of it!).