Monthly Archives: February 2013

Renaissance Heroes Officially Launches with Week of Events

Renaissance Heroes Officially Launches with Week of Events

 

 

Renaissance Heroes is now officially live on GameFuse.com. Players that participated in the beta test leveling campaigns should be sure to log-in to claim their prizes. A series of events are also running all week long to promote the launch of this unique take on the Unreal FPS arena genre.

 

 

But there’s more going on here than just a few launch events. Sika has been introduced as a new character to fill the niche of players that love the crossbow and are confident in blowing their opponents away with head shots. She also sports the iconic puffy pants from the era that just can’t be resisted.

 

 

The new Aqueduct map also sports a Domination point control mode and new costumes have been introduced for all seven characters. Those seeking to hide in the shadows can also check out the new graveyard map to get their thrills. For full details about the launch events be sure to check out their site.

Path of Exile Announces Return of Race Events

Path of Exile Announces Return of Race Events

 

 

Grinding Gear Games announced the first post-launch season of race events in the popular action RPG Path of Exile. Race events are short-term leagues separate from the main game with separate characters and varying goals that test the players’ skill and luck. Season One commences on Saturday, February 23 and runs for six weeks until April 7 (New Zealand time).

 

Unlike the self-contained individual races held during Closed Beta, race events are now structured by seasons. There are prizes for the top-place finishers in each race, prizes achieving good results for a set of events in a season, and prizes for placing at the top of the realm overall in a given season. New custom prizes have been created for the events.

 

“The race events were extremely popular in Closed Beta,” said Chris Wilson, producer for Grinding Gear Games. “The leagues generally reward players who can level up quickly and place in the top ranks of their character class, but there are also rewards for meeting objectives like finishing side quests or full-clearing areas first. By structuring the races into seasons, players are motivated to participate in multiple events and it gives them something meaningful to work toward over the course of several weeks.”   

 

For additional details and the schedule of events, please visit http://www.pathofexile.com/seasons.

League of Legends Reveals Official Kit and Lore for Quinn

League of Legends Reveals Official Kit and Lore for Quinn

 

 

Riot Games has revealed their most comprehensive combo styled champion ever in the League of Legends. Utilizing an short ranged ADC style champion with a pet falcon that alters and can even replace Quinn using her ulti, enemies will have to do their research to be ready to fight against every trick Quinn and Valor bring to the table. Be sure to check out their official page for info on the complicated and detailed kit and Demacian backstory.

Xsyon: Prelude – Post-Apocalyptic USA

Xsyon: Prelude – Post-Apocalyptic USA

By Jordan Hall (ApocaRUFF), OnRPG Journalist

 

 

Xsyon: Prelude is an MMO sandbox set in post-Apocalyptic U.S.A. It is brought to us by Notorious Games and Prelude is just the first installment of the overall game. The game features terraforming, crafting, building and more. Currently, Xsyon has a 120 square kilometer dynamic world for players to explore and settle in. Following the recent trend, Xyson has recently switched from a pay-to-play only model to a freemium model. If you are looking for a new sandbox game to play, this may be what you’re looking for.

 

 

Features

Terraforming – Sculpt the land however you please.

 

Crafting – Make many items with the resources you’ve gathered.

 

Skill-based – There are no classes and everything is based on your individual skills.

 

Tribes – Get with your friends and place down a tribe totem to claim land as your own and start rebuilding civilization as you see fit.

 

Dynamic – Play in a dynamic world where your actions will truly change the game for everyone.

 

Changing Seasons – Every two real-life weeks, the seasons change.

 

FFA PVP – You can be attacked by anyone, anywhere and your body can and will be looted. The only exception to this is within your Tribelands.

 

Free-to-play – A free account type was recently made available so that anyone can play.

 

 

The above are the features that Xyson: Prelude boast that I found the most interesting. The only other game I have played so far that has done terraforming is Wurm Online. I love games that give me a lot of options with crafting. This game accomplishes that by providing about eleven crafting skills for you to raise with more planned for the future. The tribe feature is decent as it offers a respite from the otherwise fully FFA PvP world.

 

 

Customization

Customization, as always, starts with character creation, which is quite extensive. You choose everything about your character. Such as his age, birthday, height and weight. You also design his looks by choosing from a multitude of options such as hair style, hair color, skin hue, skin tone and skin melanin. You will also choose his head and eyes. I really liked these options, especially the ability to set an age and birth date. Not many games make use of character age.

 

 

After you got your looks down, you will then get to set up your character stats. Xyson: Prelude has a bunch of stats that I am used to from other games, as well as some stats that are not too common. You will need to worry about strength, fortitude, agility, dexterity, intelligence, spirit, perception, and charm. All these options can make it a bit stressful, as you feel that you need to choose the best stats and initial skills. I feel this is a good thing, others may think otherwise.

 

 

Customization continues on in the form of the skill system. There are a lot of different skills for you to increase, ranging from combat to construction. You are free to do just about anything you could want in a post-apocalyptic setting. And while there is a skill cap, I found it to be very flexible. There are several categories that the skills are grouped under, and you are able to max three skills in each category.

 

 

 

Graphics

The graphics in Xyson: Prelude are good, but far from incredible. You will not log in and be mind-blown at how detailed and pretty everything is. You will, however, be awed at the beautiful landscapes and vistas. The trees look great from a distance, though a bit is left to be desired when you get closer. There are some problems I noticed. Such as the quality of the textures are not the greatest. I sometimes came across glitchy looking water or floating structures.

 

 

The user interface was not very pleasing to the eye and seemed slightly archaic. I would have enjoyed a more flexible interface to play the game with, especially in a game such as this where you deal with it constantly. That being said, I found the animations to be done well. Running, jumping and swimming all looked great.

 

 

 

Controls

Xyson has your usual MMORPG control-scheme. WASD movement and interact with the interface using a combination of key commands and mouse clicks. The user interface is definitely not one of my favorites. On top of not being nice to look at, it is clunky and not efficient to use. This is unfortunate as you have to use the interface a lot. Most things are just not clear or go completely unknown until you figure it out yourself or another player tells you about them. An example is that I did not know that I could put packs on my hot-bar to use them. This would have been very helpful to know from the start.

 

 

Community

Xyson: Prelude does not have the biggest community on the internet, but it does have one of the nicest. During my time in the game, I witnessed a guy who was outright insulting the game and the community responded with patience and not a single insult was said. In all my encounters, they have shown themselves to be a very helpful bunch. They want new players to play their game and understand that new players won’t stay if they aren’t friendly.

 

 

Gameplay

Xyson: Prelude is not a very fast paced game. This is even truer in the first few weeks in the game. You will spend a decent portion of your first days creating lots and lots of items, trying to skill-up. Trying to raise basketry wasn’t a great experience for me. I created a lot of items that would never be used and so were deleted.

 

 

Combined with the fact that the only way to get anywhere in the game without starting with a group of people is to join an established tribe, it made me feel like my first weeks in the game would have no meaning. The only way to advance is to do the repetitive task to grind up my skills, such as making items that would never be used. I was a bit disappointed and it was hard to stay excited with this looming over everything I did.

 

 

On top of the slow skill gains, there is a lack of a tutorial to teach you how to do anything. You will have to rely on the kindness of other players and online guides to teach you how to play the game. The processes of learning the game took about four days for the basics. This is something that could have been cut down heavily with just a simple in-game tutorial.

 

 

There is a thirst and hunger system, but I didn’t think about it too often. It was just that thing I did every twenty minutes or so. It surely adds to the realism of the game, however it felt more like a chore than anything else. In real life, eating is something you look forward to for various reasons. In Xyson, it’s just something you do to make sure your energy doesn’t drain as fast. To be honest, I almost forgot to include it in this review.

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One feature that is very big is the terraforming. This allows you to change the land to fit your needs. I came across some truly remarkable landscaping during my travels. However, it wasn’t until I learned just how hard and time-consuming it can be to achieve some of the stuff I saw that I understood how amazing they were. This is a feature I appreciated a lot. Unlike Wurm, the other game that I’ve played that has terraforming, water flows in Xyson, so you can create artificial rivers, lakes and other bodies of water.

 

 

Another neat feature is architecture. My host village boasted an awesome looking tree house. Other than that, most of what I saw was rows of buildings used for storage. Row after row of the same buildings to hold an unimaginable amount of items that may very well never be used. Again, being a newbie, this kind of discouraged me. I just got a dreadful feeling of, “What’s the point?” I had no desire to become a hoarder and that seemed to be the only purpose for buildings from what I saw. Some of the houses I saw were really beautiful on the outside, but again they were just used as storage and had no real purpose other than that.

 

 

Resource gathering is done by a few methods. You can gather items from the world – things such as rocks, ore, twigs and grass. You can cut down trees for wood. And trees will grow over time and will spread just like real life. There is also foraging and scavenging. The other major method of resource gathering that I found were junk piles. These are massive piles of scrap left over from before the apocalypse. You can gather metal, cloth and plastic scraps among other things. It is for this reason that a lot of tribes choose to set up shop near these piles.

 

 

Combat was a surprise to me. I was sure it would be some sort of point-and-click system. Instead, combat is action based. To take part in combat, you will need to equip some kind of weapon, I used my woodaxe, and then enter combat mode. Once in combat mode, left clicking will swing your left hand, right clicking will swing your right hand.

 

 

Animals are hard to catch. They run so fast that they often appear to teleport around. They can turn on a dime and run up steep slopes like they’re not there. This is sort of realistic, but very frustrating without any kind of ranged weapon. I decided pretty quickly that I was not interested in combat and instead focused on other things.

 

 

Dying is a pretty normal experience for an MMO. It usually happens often and can happen pretty fast. In Xyson: Prelude, it’s no different. My first encounter with an animal that did not run away resulted in my death. This is my own fault, I was ill-prepared. When you die, you are given a timer that you must wait before you can resurrect. During this timer, anyone can loot you, including certain mobs such as the Revenants.

 

 

The thing I found the most annoying is that I could not run between trees or stacks of items if they were remotely close to each other. Does not matter if there is a big gap between them, because apparently there is an invisible barrier surrounding everything. When I was trying to hunt animals, they would often run between trees and I would try to follow, only to be stopped while they continued on.

 

 

Free accounts are restricted in several ways. The biggest way has to be that you will not be able to get past thirty in any of your skills. The usual limit is one-hundred. On top that, you will not be able to terraform or do architecture. These types of restrictions are the usual for a freemium business model, but I still wish they weren’t so harsh.

 

 

Conclusion

Xyson: Prelude definitely has its fair share of issues, most prominent among them is no tutorial for new players. There is a lot of potential for the game to be great, but it’s not quite there yet. I hope that it gets a chance to reach a point where all the planned features can be implemented, but there is no telling when that will be. And who knows, maybe you’ll love the game? The setting alone has a lot of allure. With the free-to-play account option, you can give the game a go and lose nothing but a bit of your time. So I say give the game a try.

 

 

Graphics: 3/5

Controls: 3/5

Customization: 4/5

Community: 4/5

Features: 4/5

 

Overall: 3.5/5

DDO Releases Update 17: Return to Gianthold

DDO Releases Update 17: Return to Gianthold

 

 

Turbine continues to expand the world of Dungeons & Dragons Online with their 17th major update today, Return to Gianthold. New storyline involving the return of the Stormreaver and insane levels of difficult welcome players to a familiar realm with challenges unlike any they’ve experience before.

 

The Ruins of Gianthold Adventure Pack is free to VIPs and now features two new difficulty settings:

Heroic Gianthold

Explore the updated quests and wilderness area of Gianthold in Heroic difficulty.  Visual updates and a revised story will take you deeper into the myth and legend of Gianthold Tor.  With the Stormreaver and his followers planning to destroy the world, it falls to the heroes of Stormreach to stop them by any means necessary.

 

Epic Gianthold

In the all-new Epic difficulty, Gianthold is under siege by dragons under the leadership of The Truthful One.  In an effort to save his people, the Stormreaver escapes from imprisonment and returns to confront his ancient nemesis. Learn the truth of the draconic prophecies and put a stop to The Truthful One’s plans once and for all!

Largest Map Yet Released in Latest MechWarrior Online Update

Largest Map Yet Released in Latest MechWarrior Online Update

 

MechWarrior Online

 

Infinite Game Publishing and Piranha Games’ latest update to MechWarrior Online drops a metric ton of Mech goodness on you today as the colossal Alpine Peaks map is now live and ready for the taking. Sporting miles between bases, Alpine Peaks offers rising majestic ragged mountains and hills to vertical and horizontal firefights and a chance to really put those long-range weapons to use. Cover is sporadic and flanking opportunities are abundant: Secure the higher ground early or face devastation in the completely new battle environment.

 

 

The massive content update also includes five (count them: FIVE) versions of the epic Trebuchet now available in the MechLab, a medium weight BattleMech that offers a potent blend of both long and short-range fire support: Fifty tons, 86 km/h, dual LRM-15’s with three medium lasers in reserve, the Trebuchet will hurl a veritable torrent of devastation before an enemy can even get close. All variants and specs of the five different Trebuchet Mechs can be found here.

 

MechWarrior Online

 

Also making its debut in this update is Phase III of MatchMaking. The Match Maker will form the best balanced match in terms of both skills and Mech classes of all players involved, and new cosmetic items allow you to proudly display your favorite house faction with Faction Holograms for your cockpit. Dominating the battlefield has never looked so good.

 

Rounding out the incredibly abundant content drop are a host of balance tweaks and performance enhancing fixes. Sign up for MechWarrior Online and jump into the free-to-play action immediately.

Spoon Fed – The New Generation of MMORPGs

Spoon Fed – The “New” Generation of MMORPGs

By Remko Molenaar (Proxzor), OnRPG Journalist

 

 

The last couple of years we have seen many games take the more casual route, and as a hardcore gamer, I can’t say I am really happy with that. Let’s just take a look over at for example Dead Space; it is a great game, and the first game in this franchise was definitely a game to shake me awake in the middle of the night. Recently the third game saw the end of the tunnel and I must say I am disappointed, not because the game is terrible no not at all, I really found the game fun, but what happened to the horror of the game? Sure many of you would argue with the fact that the first one is also not really that scary, but I at least had some terrifying moments. But the MMORPG genre takes an even worse route…

 

 

And mainly from what I’ve seen, it is mainly the browser MMO’s that I have seen these new mechanics added. I cannot really understand the reasoning behind this but I just cannot believe that anyone can actually find this fun. Let’s get to the point, a few days ago I was again reminded that some game publishers are either not doing their jobs right or do not put their heart behind the game because the players are literally spoon fed the game objectives. It starts off in the tutorial: you have this big flashy arrow showing you what to click in order for you to go to the next step. And there is absolutely no way in hell that you will miss these arrows, because they will actually give you a headache after a while. But this is just something minor compared to the other points that I want to discuss. A lot of MMORPG’s and mainly the ones made by Asian companies actually don’t want you to do anything anymore. What happened to playing the game and finding everything out by yourself? More and more often I just see game mechanics that will automatically walk you to the next objective. You don’t even have to read the quests anymore. All you do is click on one line of text, and your character is on its way to whatever you have to do.

 

 

And to add the cherry on the cake, it sometimes even automatically attacks these monsters for you. I just cannot understand why these mechanics are implemented. What is the point in playing the game if you actually do nothing? Sure you can say, quit rambling about this and just do everything manually, but what is the point in that if the rest of the people are able to do something faster by clicking on one line of text.

 

 

I am an old school gamer. I have played games since I had my NES, and I must say when we picked up a new game we went into it blindly. Sometimes you literally had to read the instruction manual just to understand how to get started. The first Mario was just a weird plumber being able to run and jump around and that’s it. Sure it was simple, but most games taught you to search around, find how it works on your own and that actually taught my generation something, or perhaps it spoiled it. When I think of all the games ten or twenty years ago, they all let you mind your own business, and find everything on your own. As games evolved, they became smarter with their development to the point that titles like Megaman X would force you to learn certain skills to progress in a dynamic fashion that made perfect sense but still forced you to think. Yet lately only indie devs seem to follow this school of thought.  Where is the openness to explore and think things through in these newer titles? We even have sandbox games launching that tell you what to do. It’s just absurd.

 

Props to egoraptor on explaining the way games need to be made again

 

 

Perhaps as I’ve said, I might be spoiled. The current era of gamers want everything spoon fed because that’s the kind of world they’ve grown up in. Sure I am not that old yet thankfully, and I haven’t got any grey hairs yet, but I just cannot understand how the direction of gaming changed so suddenly. The new handheld way of handing out achievements for instance really irks me. Back in the day we just figured everything out, and the reward was that final eureka moment when it would just click. Nowadays all the information you need to gain an achievement is right out in the open for you to read and start working towards. What is the point of earning that ribbon if you knew it was coming the whole time and just grinded for it? I actually prefer to avoid looking into the achievement list in games like World of Warcraft now so that it can still be somewhat of a surprise when I suddenly hit one of these achievements. I want to explore, I want to discover, I don’t want to get handed money to buy candy, I want to earn it and understand the value of it. Does the current generation of rising gamers really look at this process in a different light?

 

 

But I’d like to get back to the automatic combat systems I touched on earlier. What is the reasoning behind this? Sure, on the surface it sounds useful if you like to gain levels when you are too busy to play, but we in the real world just call that lazy. Imagine telling your grandfather that you won a football match while you sat on the bench because you didn’t feel like playing that day. How can you feel a sense of achievement for something like that? The same applies to games. It’s hard to get that sense of level-up achievement when it happens while you’re at the store buying cookies.

 

 

While on the topic of leveling I have to state that the leveling curve introduced by many newer MMORPGs is just awfully implemented. Most of the time when I try out a new game and am done in the tutorial, I am already level 20 when I have played the game for only ten minutes. What is up with that? Hey let’s get these new players a walk in the park for the first few minutes of the game so they will enjoy the game more. What actually is the thought process for of pushing players to 1/4th of the max level in the first ten minutes of playtime? Do they think the rush of constant levels will give them that rush to look in the cash shop and make a purchase before they realize the title has no real content and move on?

 

 

The last thing I want to touch on that brings this entire rant full circle is the growing laziness of developers. In many games and mostly the Asian ones yet again, I see the same textures, buildings, and area types recycled and repeated with slight reskins that in no way disguise the obvious. We all know how loosely copyright infringement is enforced in some eastern countries, but is this an excuse to not be innovative? Sure I am talking about most of the minor Asian games that most of you probably never played, but when I take a look at the major ones, and even the MMOFPS games I see a lot of resemblances as well. Thankfully it feels players are finally getting tired of supporting these types of games and causing them to shut down quickly or I’m sure investors would be all for cutting corners on the major titles in the interest of increased profits.

 

 

Personally, these frustrations are usually a huge letdown when I see them in any game that I try out. I am not too sure if I am just spoiled or the new generation of today’s gamers just don’t know any better, but I miss the challenge that games used to give me back in the day. I don’t want to gain an achievement when I kill a monster ten times, hell no. I want to explore things, heck even try to find a bug that lets you access special places before you’re allowed to. And I most certainly don’t want to play something that looks like I have seen it before. Unfortunately we have seen this lazy attitude, and copying of features subtly leak into the bigger gaming studios as well. Every time I see an unknown game get popular, it gets made more casual with each patch and update to continually ‘appeal’ to a larger audience. In the end I’m sure most of the indie studios would follow suit when a large suitcase of money is thrown their way because most developers in the MMORPG field seem to have had the passion sucked out of them over the last decade of gaming. And without passion, the principles that made the genre fun and successful early on will never survive into the realm of the AAA titles of today before selling out.