Kill3rCombo and KOG have revealed their upcoming brawler, Fighters Club Online!
Yearly Archives: 2012
Kill3rCombo Reveals Fighters Club
Kill3rCombo Reveals Fighters Club
Online game publisher Kill3rCombo takes street brawling to a virtual level with its latest MMORPG, Fighters Club. Slated for commercial launch in summer 2012, Fighters Club will offer players a robust gaming experience through frenetic skirmishes, wild scuffles and frenzied combat. Kill3rCombo will reveal the competitive battle in Fighters Club at the 2012 Game Developers Conference (GDC).
“Following the positive response to our first game, Elsword, we felt the time was right to introduce North American audiences to our second title, Fighters Club,” said Ben Colayco, CEO of Kill3rCombo. “Through the use of distinctive gameplay mechanics, such as intense martial arts-based combos and outrageous special moves, we expect Fighters Club to strike a chord with fans of fast-paced fighting games, while also appealing to players who desire a more hardcore experience.”
In Fighters Club, players can choose from three playable characters, then use their exceptional fighting skills to vanquish adversaries through the unique positional combat system (PCS) to deliver high, low and mid-range blows. Warding off rivals through a myriad of challenging stages, players will have the opportunity to customize characters to be more realistic martial arts masters or more outrageous arcade-style heroes. Providing a truly multiplayer experience, social gamers can team up in co-operative parties, while hardcore gameplay enthusiasts can participate in intense PvP action.
Fighters Club is currently planned for a Summer 2012 release. Check out this new trailer for to get a feel for the game!
Fighters Club Online
Take to the streets: Fighters Club places you as one of three fighters in an intense, martial-arts brawler. Punch and kick your way to the top with special combos, unique moves, and positional blows. Play on your own, team up with others, or go head-to-head in realistic settings.
Features
Customizable Characters: Choose from one of three player characters and specialize them to focus on the skills and combos you prefer.
Positional Combat System: Use high-, mid-, and low-range blows to defeat your opponent – just like an arcade fighter.
Multiplayer: Join in co-op parties, or face off in player-versus-player modes.
League of Legends: Leagues Under the Sea
League of Legends: Leagues Under The Sea
By Jason Harper (Hhean), OnRPG LoL Reporter
Welcome summoners, to the patch v1.0.0.134 article for League of Legends, the game that isn’t afraid to sail into dark water. This patch includes a reworked Shen and Nautilus, The Titan of the Depths.
Nautilus is a walking wall; A near unkillable tank that spews area of effect damage in all directions while putting his enemies on full lockdown. This is counter balanced by making him one of the slowest characters in the game. He fits somewhere between Blitzcrank and Malphite in terms of kit, with very strong initiation, and high durability. He’s best suited as either a top laner or jungler on summer’s rift. While he can be used as a support in a kill lane on bottom, his numerous AoE abilities make him likely to steal minion kills from his carry.
His cornerstone ability is Titan’s Wrath [W], a highly resilient shield that also grants significant splash damage to his basic melee attacks. The catch is that while it makes him both durable and deadly for some time, it also has a very, very long cooldown, so you have to be careful when to pick your fights. Enemies familiar with Nautilus will try to bait out the shield, back off and then commit to an assault while he’s vulnerable, so be aware of feints from your foes.
While active, this shield allows him to bully his lane in a similar manner to Rumble. He simply walks forward, shield up, and uses his area of effect melee attacks to farm his wave. The massive AoE and slow from Riptide [E] works great in combination with these hits, blowing up minions and trapping anyone in the lane who wanders too close. If an enemy gets in reach, smacking them in place with his passive, Staggering Blow, before unleashing any available abilities on them is a great way to tell them in no uncertain terms who’s in charge.
Riptide is best used when an enemy is about two steps away from Nautilus, preferably while they’re running away. That positioning and timing ensures that they’ll be hit by all three blasts from the expanding explosion, doing some hideous amounts of damage while also slowing them to a crawl. This will allow for a few auto attacks as they walk away, and buys time for the rest of his kit to come off cooldown. Just as the slow wears off, be sure to grab them with his Dredge Line [Q], to ensure no hope of escape.
Dredge Line is his most unique ability, a skill shot that interacts both with enemy units and terrain. Nautilus hurls his dirty great anchor where you aim, and if he hits an enemy he’ll drag himself forward, and his target back, with them both meeting in the middle. When they collide, it briefly knocks your target airborne, which buys enough time for you to smack them with your passive. This should be always be saved for late in a fight to grab fleeing enemies whenever possible. Unless you absolutely cannot help it, never use this ability early. Ideally, you also want to be hitting people with the absolute tip of the ability, to drag them the furthest distance. Even if you can’t, try stepping a little back before using it to drag the enemy just that little bit further out for your team.
All of that sounds pretty standard until you realize that this ability has another very important component. If the anchor hits terrain, Nautilus will be dragged towards his anchor, flying a very long distance, and the cooldown on the ability will be halved. This makes for some nail biting escapes, and will keep your foes guessing as your extremely slow movement speed can suddenly skyrocket. This mechanic also makes jungle chases more forgiving as missing your Q will still pull you right next to them, allowing you to hold them I place with W and your passive until Dredge Line is available again.
His ultimate, Depth Charge [R], is a ranged initiation tool, knocking up and stunning its target, while also knocking up any enemies between Nautilus and his intended victim. This ultimate is simple and straightforward to use, but its simplicity disguises a dangerous catch 22 situation that will result in most players extending the collateral damage for you. When you target someone in the back of the enemy team, usually a ranged carry or mage, the rest of the team has to either move out of the way or suffer its effects. If they get knocked up, you simply walk past them and grab hold of your intended target. If they move, fire a Dredge Line straight down the newly created opening, and drag your target straight into the middle of their team before unleashing his AoE barrage.
Playing Nautilus is more about attitude than skill. He doesn’t require much in the way of timing or precision with most of his abilities, so most successful play with him is more about having the confidence to walk headlong into enemy teams, or under towers to secure kills. Nautilus doesn’t care about cautious play, he has the means to survive near enough anything the game can throw at him, so evaluating your enemies’ damage output and knowing, for a certainty, you can survive in the most ridiculous of situations is critical to success. This doesn’t mean he should be throwing his life away, quite the opposite, it means he should be walking into just enough danger to survive, then pulling himself out of trouble exactly when he needs to.
Take a level in Titan’s Wrath to begin with when jungling or laning against a melee enemy. Dredge Line works as a starting ability if you’re laning against a ranged foe. Max Titan’s Wrath first. Your next pick after Titan’s Wrath should be Riptide, which should be leveled second. Pick up Dredge Line at either level 3 or 4 when jungling, depending on how aggressive you need to be, and level it last.
If you’re going top, take boots and potions. In some highly aggressive match ups it can be worthwhile to get more defense, but in most cases you’re going to find Titan’s Wrath enough to stave off nearly any attack in the early game, while boots will compensate for his horrible base movement speed. In the jungle, start with cloth armour and health potions. On dominion, go with a pair of Doran’s Shields, boots and health potions.
Your main focus is going to be on durability, plain and simple. You can take a few more mage focused things if you think the enemy simply aren’t hurting you, so AP and cooldown can be good secondary concerns. The only items that could be considered ‘core’ on him would be Philosopher’s Stone and Heart of Gold to up his gold gain, and even those aren’t really essential, just useful to have. His base stats are so high overall though that you really could put custard cream on his head and call it armour, so really just build whatever seems good in a particular match and you’ll do fine.
21 in defense is essential on his masteries. The remaining 9 are best put in utility when jungling, but in the lane they’re only needed if you’re trying to get more movement speed out of him. For his runes, armour seals and magic resistance glyphs are the only things that are essential on him, helping his durability. Attack speed marks will help with his jungling, but if you’re going into the lane with him you can use whatever you please. Useful quintessences for him are in the range of movement speed, flat health, gold gain or any resistance.
Nautilus is looking like a very strong character at the moment. Not game breaking, but still a very good pick, regardless of what he’s being used for. He doesn’t seem to need items to become tanky, instead becoming more difficult to kill as he levels. Once you have a few ranks in his shield he simply wanders through his lane/jungle, murdering anyone dumb enough to come across his path. He’s pretty fun to use, with plenty of different situational combos, even if he feels a bit simple to play. If you’re looking for a new tank or jungler, and were unsatisfied with Sejuani, who is a worse character by far, then Nautilus might be a good purchase.
Not much to talk about this patch. The usual string of slight tweaks and fixes, with only the big rework to Shen being of note. His changes are pretty crazy, with the rework shunting him into a burly damage dealing role rather than a pure tank, as he was originally designed. His new self seems best suited to top lane, especially since he can teleport out to support his team whenever he needs to, while still bossing about his own lane.
To discuss some of the changes yourselves, post in the massive League of Legends thread in the free to play MMOs section. If you haven’t tried League of Legends yet, you’re missing out.
Age of Wushu Chinese Alpha Tour
Age of Wushu shows a small documentary of their Chinese Tour (posted by permission by Snail Games)
The Secret World to Launch June 19th!
The Secret World to Launch June 19, 2012
Independent developer and publisher of online games, Funcom, today announced that the highly anticipated massively multiplayer online role-playing game ‘The Secret World’ will launch on June 19th, 2012. Originally slated for an April launch, Funcom has decided to invest more development time into the title in order to apply even more polish before launch.
Feedback from hands-on press events and beta testing has proven very positive, and Funcom intends to spend the additional development time focusing on polish and tweaking to maximize the potential of the game. The beta feedback so far is showing very positive reactions to core game features such as the role-playing systems, combat, missions, dungeons, story and immersion. Among the beta testers surveyed, almost 9 out of 10 say they will play the game at launch.
More than 750,000 gamers are now registered as beta testers, which is significantly higher than Funcom’s previous MMO ‘Age of Conan’ had at the same point in development. Funcom expects the number of beta registrations to grow significantly in the coming months, as the company ramps up its major PR and marketing initiatives towards launch.
“Allowing for even more time to polish the game really shows just how much faith Funcom as a company has in ‘The Secret World’ and how committed we are to making it the best it can be,” says Creative Director and Senior Producer Ragnar Tørnquist. “The additional time will also allow us to carry out even more quality beta testing, and soon we will also be announcing several public beta events where hundreds of thousands of gamers will get to test the game prior to launch.”
‘The Secret World’ is consistently mentioned as one of the most anticipated MMO’s in development. Mainstream publications such as Forbes and The Guardian have both listed ‘The Secret World’ as a game to watch out for in 2012, and the game has also been singled out as one of the most anticipated games of 2012 by gaming sites such as G4TV, VideoGamer, and RockPaperShotgun. Leading technology website VentureBeat highlighted ‘The Secret World’ as one of the top new game brands of 2012, and over at MMORPG.com the game was given the ‘Rising Star’ in the site’s Reader’s Choice Awards.
Following the first hands-on press event last year, ‘The Secret World’ was heralded as “one of the most distinctive MMO’s of the last 10 years” (Videogamer) and MMORPG.com went on to predict that “The Secret World is going to take the world by storm and set new standards in excellence in gameplay.” This month, Funcom is doing another extensive round of hands-on sessions with select press, showcasing all new content and mechanics. New press previews are expected to hit later this week following the hands-on events held throughout February where journalists from over 50 outlets worldwide attended.
World of Warplanes Pre-Beta Interview
World of Warplanes Pre-Beta Interview
Questions by Bryan King (Bryan), OnRPG Journalist
Answered by Anton Sitnikov, Producer, World of Warplanes
OnRPG: Thank you so much for sitting down with us today to talk about your development team’s newest title, World of Warplanes. Can you introduce yourself and your development team to our readers?
Anton: Hello, I’m Anton Sitnikov, Producer of World of Warplanes.

The team for this project is quite large, divided between Minsk and Kiev. The majority of the game development is taking place in Kiev, where more than 100 people are involved including programmers, game designers, artists and testers. The Minsk team mainly deals with the development and operation of the services that support WoT and WoWP.
OnRPG: How is the game’s storyline set parallel to events in World War II?
Anton: The “tech trees” start with vehicles from the 1930s, up to the warplanes of Korean War. Planes from different nations can join the same team. So the storyline is not set parallel to WWII but instead on clashes of the mercenary short-time unions in different time eras.
OnRPG: At launch it looks like American, Russian, and German planes are available. Do you have any plans of adding future countries to the list?
Anton: The game will feature three nations at launch, and we will continue to introduce new branches and nations down the line. Germany, USA and USSR will be followed by Great Britain and Japan. That’s just the beginning. Many other countries had an interesting range of aircraft which we are looking to incorporate into the game; enough for a full tech branch.
OnRPG: Can you go into greater detail on the correlation between World of Tanks and World of Warplanes?
Anton: There will be different levels of correlation between World of Tanks and World of Warplanes. Players will be able to share their premium account advantages between games, including sharing Gold and Free Experience between the games. Clan level will cover Clan Wars on the Global Map and clans of the two titles will be able to aid each other with different abilities. For example, tank clans will be able to purchase an Airstrike from an aerial clan.
OnRPG: One of the plane archetypes seems to specialize in combating ground targets. Can you discuss how ground based objects will impact the gameplay?
Anton: The impact depends on the game mode. We are testing several modes and will introduce as many as we can before the release. Some of the planned modes will feature convoy and interception, naval combats, etc. Ground targets will be very important in “Assault,” the mode we are currently working on. The role of the ground-attack planes in this mode is to destroy important ground objects, especially AA guns and turrets. These are objects that other classes of planes have little chance of destroying. In addition to defensive objects, there will be vehicles, ships and other targets as well. Players will gain points for the destruction of enemy targets. The more points a team has, the closer is the victory.
OnRPG: What archetypes of airplanes will be available at launch? What does each specialize in?
Anton: We are planning three classes: fighters, heavy fighters and ground-attack planes. Fighters are mostly light, single-engine vehicles, focused on aerial combats. Ground-attack planes possess heavy weaponry and armor, but lack flying performance compared to the other classes. Ground targets are their main priority, so they participate in air combat only for self-defense. Heavy fighters will take the middle place between the first two classes.
OnRPG: Will there be any collector’s edition available?
Anton: Yes, players will definitely see a WoWP collector’s edition.
OnRPG: As of right now, what is your favorite feature in the game?
Anton: One of my favorite features is the flight gameplay, which we call “brisk plane clash.” We have high expectations for our gameplay, and flying really is our main focus. A player’s skills and abilities matter, but we make sure that every battle brings tremendous fun for players at all levels.
OnRPG: Can users (like myself) utilize flight sticks and joypads at launch? These tend to enhance experience with flight games.
Anton: Our alpha testers use a keyboard, mouse, joystick and gamepad controls to ensure that all methods work properly and comfortably, without allowing for combat advantages. Some controls have nuances that should be taken into account, but we are continuing to test each to provide players with as many options as possible.
OnRPG: How many players can we expect to see in your average match?
Anton: The number of teams, map dimensions, quantity and type of additional objects will depend on the tier of vehicles and game mode. For example, “Assault” mode contains two teams consisting of 15 players each.
OnRPG: A recent trailer for German planes showed some of the aircraft to be manned by multiple people. Will these functions all be controlled by a single player or are these multiplayer aircraft?
Anton: Many vehicles can be manned by multiple crew, mostly heavy fighters and ground-attack planes. Crews can include both pilots and gun operators, but the vehicle will be controlled by a single player. The other crew members will be AI-controlled. Skilled players control their vehicle in such a way to provide their gunners with good firing opportunities that will help them to bring down attacking enemies.
OnRPG: When can we expect to see beta?
Anton: Soon! We cannot tell you the exact date but you can heat up you engines.
OnRPG: Is there anything else you’d like to tell our readers?
Anton: We are looking forward to sharing this amazing aerial experience with virtual pilots from around the globe. We hope that our “brisk plane clashes” in World of Warplanes will bring together lots of people infatuated with sky and adrenaline, bringing lots of fun to everyone.
OnRPG: Thank you for your time!
Anton: Thank you for your questions and interest in World of Warplanes!
Star Wars The Old Republic: Journey of a Sith VI
Star Wars The Old Republic: Alderaan
By Remko Molenaar (Proxzor), OnRPG Journalist
In my last article I welcomed a new companion that was willing to go with me on my journey, he was a former space pirate that was abandoned by his crew and is trying to do everything to get revenge. He goes by the name of Andronikos Revel, and I am glad to have him on board. He was willing to operate my space ship and fly everywhere I needed to be. I introduced him to the rest of the crew and together we planned our next move. It was time to go to Alderaan and help the locals with their ongoing civil war between two noble houses.
When flying above the planet Alderaan it reminded me of the planet Earth. Now some of you may think why is a planet named after dirt and how did it look like? That’s a roleplaying wormhole I’m not about to jump into so to cut to the chasem, Alderaan is a world mostly consisting of water. Alderaan is rather unique in the universe as it actually has weather dictated by seasons, including extremely snowy winter weather.
Before heading out of the spaceship, Darth Zash decided to stop me for a brief chat. Now I am a very patient being when it comes to people that stand higher than me. But I found her a little suspicious and feel the time of her expected betrayal may be drawing near. In my eyes she was still my master but now I feel more fear towards her than respect…
When I arrived at the space dock, I was welcome by the noble House of Thul. They had been briefed by my master of the artifact situation and were willing to help in my quest. It seemed the artifact was in hand of House Organa, a powerful rival of Thul. It seemed my master had sided with the wrong house as these houses had been at war with each other for quite some time, making it impossible for me to just request the artifact from House Organa. Instead my path to triumph seemed to follow the path of earning House Thul’s trust to gain support in taking the artifact from Organa by force.
The artifact was sealed in the private vault Elysium. The only key to break this seal unfortunately was in hands of a Jedi Master by the name of Nomar Organa who is a powerful, revered and insufferable man. But since I have become confident (cocky) from repeated successes I believed my skills were sufficient to overcome one petty Jedi Master. Of course rushing directly into battle is a mistake an inquisitor never makes. Together with the people from the House of Thul we searched for a few weaknesses since he was rumored to be the perfect Jedi. My first mission was to go to the library of the House of Alde. They are the devoted keepers of Alderaan’s history but also a close ally of the House of Organa, meaning this would be anything but a quiet trip to the archives.
I found a personal hologram that had some background info about Nomar and his plans of getting married. He chickened out, the coward, and went to join the Jedi Order while the love of his life was standing at the altar. This all happened around 30 years ago but Rehanna was still around on Alderaan. She has an assassin academy with the deadliest assassins on Alderaan and the plan was to get her Nomar Organa to Alderaan.
When arriving at her place I quickly realized my presence was not welcome and quite a battle ensued as I forced my way to her private chambers. Rehanna wasn’t any more hospitable than her guards so I was forced to subdue her, and she didn’t go quietly. After a strenuous clash she finally gave up and decided to help things out because Nomar Organa wasn’t worth dying for. She called him up and told him to meet her at a special place. Unfortunately I had no idea of this special place and decided to heat things up and strike her with a lightning strike. The lightning strike never fails in extracting information, and she coughed up the coordinates but refused to join me in the slaughter. For safety reasons I decided to end her useless life to ensure no loose ends were left on this case.
The coordinates led me to a cave and Nomar Organa figured things out quite fast. He wasn’t happy to see a Sith, and we skipped the useless banter. Unfortunately for him I am quite strong, and I had plenty to prove by bringing down the so-called perfect Jedi. My ego driven motivation was well placed as I took down Nomar without breaking a sweat. Just as I began to celebrate the leader of the House of Thul called me and told me the House of Organa was planning an attack on them. I told her I didn’t have time to waste and said she had to deal with her own problems because it was none of my concerns.
To get to the Elysium I had to find myself a spaceship that would bring me up to the vault. It didn’t take me long to find this ship and I was ready to depart to a strange place. Without any trouble I found the artifact and it was time to pack my bags and depart away from Alderaan, or so I thought. My master was furious at me that I didn’t help the House of Thul and unfortunate things transpired due to my absence. I told her I didn’t care since it has no impact on my mission to retrieve the artifact, immediately silencing her to her normal calm demeanor. So ended my time on the beautiful world that reminded me of Earth.
Pangya Golf Ice Inferno Trailer
Pangya Golf is bringing the heat in the midst of the cold winter!
En Masse Recaps First North American CB Test
En Masse Recaps First North American CB Test
En Masse Entertainment is pleased to share details regarding the first of several closed beta tests for its upcoming action MMO, TERA, which took place February 10-12. Launching on May 1, TERA represents a leap forward in MMO combat with real-time, contextual attacks and an emphasis on player skill instead of statistics.
The weekend started with the En Masse team spending Friday evening in the office watching the world of TERA come to life as players began to appear in-game. The team was struck and delighted to see players come into the game and instantly start swinging their weapons wildly. Right off the bat, expectations for an MMO were shattered as players found that clicking their mouse didn’t activate some UI element or start a cooldown timer, but instead fired off the slash of a sword or a bolt of energy.
This being the first large-scale test of the game, though, the weekend was not without some hiccups. The team experienced a few crashes while settling on their platform and game configurations. In addition, players worked together and formed virtual lines to kill the evil Vekas. Such queuing was not ideal or intentional, but did serve as a good learning lesson for the developers. When thousands of players collide, the unexpected happens. These are the elements that make MMOs so great and yet so challenging to develop and perfect. The En Masse team learned a great deal from CBT1 and will put those lessons to good use as we ramp up for CBT2.
(warning- Spoilers)
Players were given the opportunity to explore the game’s opening sequence, the Island of Dawn. They dove into play, learned their skills, and jumped into TERA’s action-packed combat. They battled monsters and demons while searching for clues about the fate of the federation’s greatest hero. After conquering the island’s challenges, they forged ahead to Arcadia, where they helped broker a fragile peace with the faeries, uncovered the existence of the secretive Scions of Lok—to say nothing of their ties to the deva bandits in Oblivion Woods—and rendered aid to the embattled soldiers in the Valley of Titans, fighting off the Gutrend kulkari tribe. Their investigation continued as they followed clues about a secret base in Oblivion Woods, where they learned the truth: the Scions of Lok planned to wrest control of Arcadia from the Valkyon Federation. The cult’s plans didn’t end there, though, and the Scions launched an assault on the last federation outpost in the Celestial Hills—one narrowly defeated by our heroes.
(End of Spoilers!)
Here are two points that stood out from CBT1:
– The female Castanic warrior was the most popular race and class combination.
– In Oblivion Woods, players encountered their first Big-Ass Monster, or BAM, a basilisk. The basilisk accounted for nearly two-thirds of all deaths during the course of the beta test, and is certainly telling of the unique challenge BAMs present to players, as well as the challenges presented by TERA’s unique skill-based combat system.
This weekend was a big success both in terms of players getting hands-on time with TERA and for showing the team what they need to refine before the game’s May 1 release. The community is excited for the next test over the weekend of February 24-26, and will expand on the first closed beta test by opening up a PvP server and adding five more levels to explore. Be on the lookout for great—and evil—things around the corner. En Masse looks forward to seeing the world of TERA come alive once again.
























