Take to the Steampunk skies in Vertiginous Golf as you swing and cheat your way through multiple courses and the laws of physics to be the best on the links.
NetDragon tells the tale of Cao Cao and how he revolutionized Chinese mounted warfare in 200AD. And soon so can you in TigerKnight.
Netdragon showcases the archery system in their upcoming Chinese military showdown MMO, TigerKnight.
Experience a new elite level of the Witchblade class in C9 with the Nightstalker.
By Darren Henderson (DizzyPW), Nexus Trailblazer
One would think after fourteen extensive DevSpeak videos in and four years of building hype, Carbine Studios would be running out of surprises to share for WildStar. Well that might be true what with the uber epic super mega Wednesday reveal (*shhhhh*) fast approaching, but something that’s easy to discount is thinking you have the full picture of the features already revealed. As such I took the opportunity this past weekend to test out three hot topics of the game in much greater detail. Namely three of the more advanced Adventures, crafting, and player housing. And while housing and crafting deserve their own article entirely, let’s break down the three adventures set to give instanced gameplay an ass kicking.
What’s An Adventure?
To recap quickly for those not following WildStar that closely, Adventures are instanced missions with a massive variety of potential outcomes based on the votes of the party and actions taken by the party in reaction to a series of randomized events. The outcome is an ideal leveling mechanism that stays fresh and challenging through multiple cycles of gaming due to both the intended and unexpected changes that players may stumble across over the duration. As a result no amount of wiki guides or advice can fully prepare a group for what might await them on each run, meaning mindless afk grinding is out the window and active fun gameplay is back in business.
Siege of Tempest Refuge – Exile Defense Adventure
Matt Tobiason, head of the Adventures Team at Carbine Studios, offered a preview of his masterful piece pushing the tried and true “last stand” mmo scenario to the limits of what even the film industry is capable of creating. Players must defend a generator from an endless barrage of randomized military formations of varying specialties including snipers, saboteurs, shock troops, psychics and, of course, heavy artillery all ready to fight to the death to uproot you from your position.
Now most MMOs would settle for the old figure out a formation and party build and run the course for an hour without making a mistake to achieve victory. That’s just not enough for Wildstar though. For one, you’ve got three different roads the enemies can come at you from. For two, the enemy considers these lanes as more of guidelines than hard coded boundaries, meaning it’s more of a 180 degrees that the enemy might come at you from. Given this is a five man instance, and most challenges in Wildstar require most of the holy trinity united to stand a chance, there must be more depth to this mode to prevent an instant party wipe.
Players will be able to recruit the locals of Tempest Refuge to support the defensive effort. Not only this, they are customizable through stat boosting upgrades and even class changes, allowing you to bring AoE flamethrowers, commandos, and technicians into the equation that can be assigned to various lanes based on the intelligence of what’s coming in the next wave. This bonus fighting strength comes with a downside though as players will have to delay their deteriorating moral to keep the fighting strength of their characters and their NPC followers standing. Each time additional waves arrive, defenders fall in combat, or your shield generator (preventing the entire town from being turned to Chua cheese from air bombardment) takes damage, you’ll see your moral meter drop. On the “Elder Game” veteran version, each player death will further deteriorate this moral to make your life more difficult much more quickly.
Going from bad to worse, players will be forced to face off against one of fourteen bosses each bringing slightly different squadrons of soldiers into the fray prior. This is entirely random and the level of your moral at the time of facing each will play a massive factor in how much of a challenge they pose.
The wildest part of this adventure though may be the outcome after a certain number of Hellfire Tanks, Bunkerbusters, and Chua saboteurs bombs go off on your generator. Typical MMOs would call you a failure and end your run. WildStar says it’s time to redeem yourself by lighting up the entire town of Tempest Refuge with an aerial carpet bombing forcing your remaining survivors to make an impossible run across a narrow land bridge over bottomless cliffs to the secondary shield generator for a last stand. With less room to maneuver, nearly no back-up NPC soldiers, and moral at a blistering zero, surviving much longer is a test of ultimate synergy with your party. But it can be done, and eventually the Exile reinforcements will bombard the entire zone to save the day and call it an end of an adrenaline blistering adventure.
This full run can be seen now on Twitch.tv with commentary.
War of the Wilds
Been having a hard time getting into MMORPGs since the MOBA bug hooked into you? Carbine’s War of the Wilds adventure attempts to stick the fun of MOBAs back into the MMORPG by setting players up on a 3 lane battleground complete with control points, jungle monsters, little minions with big bug eyes, and five of the meanest trash talking enemy champions you’ve ever faced.
While developing a full blown MOBA complete with power-up items would be a bit much for a single instance, strong play is rewarded through totems that will offer your side (as well as the enemy’s) stronger. Scoring enemy champion kills will net you more medal points to unlock the highest rewards should you actually manage to defeat the enemy’s base. My run at this wasn’t so lucky as the champion AI stomped us out in a hurry.
For one they seem smart enough to join up together when one is being outmatched. They’ll also contest your try at taking out the major jungle monsters, including a giant yeti that on its own typically takes at least a tank, healer, and single dps to bring down in any reasonable amount of time.
The champions themselves are also nearly impossible to take out in one on one combat, meaning keeping your minions alive is the only effective chance at actually pushing them into respawn long enough to take out any of the defensive structures.
Perhaps my favorite part of this mode is that the enemy champions are based on the skillsets of actual WildStar classes in the game, making it feel akin to outmaneuvering similar opponents in a MOBA. Its dependency on individual skill when holding down a lane while your allies push can be quite a rush as well. While it might lack some of the voting decisions that make the other Adventures more dynamic, the actual tactics needed to succeed with different team compositions more than makes up for it to keep the replayability of this mode just as high.
The Frost Giant taught me that even heavily armored Granoks can fly to great heights.
A brief preview of the beginning moments can be seen here.
The Malgrave Trail
Nostalgia be damned, The Oregon Trail has nothing on the marathon adventure awaiting players as the Eldan Caretaker’s final test (at least before fully blowing his cool. More on that later this week!). After your motley crew rescues what’s left of a burnt down outpost from the Dreg, essentially Oregon Trail Indians with a taste for flesh, it’s time to escort the thirty citizens and their three elephant-like carriage animals across an entire continent with the Dreg hot on your tail.
Five major paths, each with five to six planned encounters and countless random surprises from Grismarin Flux to your entire camp randomly catching fire, ensures that there’s plenty to keep you on your toes during the fifty to ninety minute journey. However interestingly enough, the route ideal to take for your success can partially be determined by the collective paths your party chose at the start of the game.
The thirty party members of your caravan will be trained for varying specialties depending on these paths. Soldiers will arm and train travelers with rifles to offer extra firepower should your caravan come under attack. What are the chances of that happening though? Settlers train your sci-fioneers in the art of resource management, ensuring your food and water can stretch out through the direst of bad luck and longest resource lacking paths. Scientists can fortify your caravan to take a greater beating when things get dicey, specialize in curing disease quickly, and offer some unique solutions to certain trials you may come across. Finally Explorers increase the speed of the caravan’s movement as well as the efficiency of resource gathering.
So is one route superior to the others? And can you finish with all of one character path? It’s possible though Carbine has spent plenty of balancing time to reward a balanced group the highest chance of success just due to the wide range of skills available to support the caravan. However the southern routes are intensely contested by the Dreg, meaning multiple soldiers and scientists are ideal for tackling this fast and furious route. Meanwhile the northern paths are barren mountainous deserts requiring great resource management and fast moving caravans, where only explorers and settlers need apply.
Our run consisted of two soldiers, and one of each other path, so we decided to take on a middle of the road route as we didn’t specialize in any particular strength, though had no real weakness either. However we quickly learned that choices don’t always pan out how you imagine as our first stop at Granite Lake resulted in a dried out crater with our caravan hitting the end of our water supply just as we reached the middle of the dust bowl. Our soldier-centric party paid off though as the crater was immediately over-run by a Dreg ambush flooding into the hole on all sides.
The Adventure pushed on including challenge after challenge from raiding an abandoned farm filled with man-eating plants, to solving Protostar’s supply thief riddle in exchange for extra supplies, to an outbreak of disease that made our followers turn green and a bit bubbly, to dodging actual fire flowers raining death down on our caravan in the scorching desert, to stealing eggs from oversized space chickens, to finally extinguishing a random camp fire that threatened to burn all our supply bags and even a few of our sci-fioneers to death.
After suffering all these challenges, we were barely halfway across the continent to our destination. Unfortunately we managed to break the game, unleashing an endless wave of scorpions and Dreg on our hapless camping caravan of which I was the only survivor smart enough to just walk away from.
Catch some assorted highlights of our Malgrave Trail run below.
Sorry for the brief blackscreen in the middle. Part of the disease clip was corrupted.
More to Come
I’m not done talking WildStar just yet. Tomorrow I’ll be going over the details of crafting and how it ties into the extensive player housing as our build up towards Wednesday’s massive reveal draw closer.
By Jordan Hall (ApocaRUFF)
Back in January, our very own Mikedot took an early peak at the Nosgoth alpha. This time around, I will be taking an updated look at the game during its closed beta testing, letting you in on any improvements or changes I come across. Of course, I’ll be including my own opinions as well. The game has come along quite nicely since the last time we looked at it, and there have been some improvements. As the testing progresses, more and more people are being allowed into the beta as well, which makes for more fun.
For those of you who haven’t heard about the game yet, it is being developed and published by Psyonix and Square Enix. The game is set in the fictional world that is Legacy of Kain, and gameplay is centered around vampire versus human team matches. You play in the third-person perspective and there is a mix of melee and ranged combat. With amazing medieval alchemy tech, you can even have sun-light-in-a-bottle, grenades, and fiery explosions. Basically, it has everything you need for a good time.
First off, I want to talk about the graphics. They’re not exactly mind-blowing, but they are definitely quite nice. I found myself being absorbed by the game because of how atmospheric the maps are. When you and your team are cornered in a half-burning house, with nothing but the flames of destruction and candles to light your way so that you can kill the vampires that are trying to get in… It’s intense. It’s this attention to detail in the maps and character models that make the games graphics nothing to scoff at.
I have to admit that I found the controls a bit odd at first. It took me a few minutes to get it into my head that spacebar was dodge and not jump, which lead to a few bad situations. Other than a few odd keybindings, the game has a pretty normal control scheme. WASD for movement, left mouse button to attack, stuff such as that. Honestly, if you’ve played a PC game that has been released in the past 5 or so years, you will pick up the controls very quickly.
The two opposing factions are almost completely different to play. Both sides benefit from team work, however the way you play the game is completely different depending which faction you’re playing as. For example, humans are bound to the ground and use mostly ranged weapons and alchemic concoctions to fend off the vampires. While the vampires are the masters of the roof tops and skies and primarily use melee to do damage (with some exceptions). When you realize that each faction has three classes which play completely different from one another as well, with room for more, you’ll find yourself surprised at just how much variety there is.
As I mentioned, the game is played from the third-person perspective. Usually, I find that I don’t like games played from this perspective, as it’s typically inferior to first-person. However, I didn’t have any problems with it in Nosgoth. Currently, the only gamemode is 4v4 team death match, but there will more than likely be more modes further along in the beta (which is hinted at by the grayed out “siege” in the mode selection). Like I said in the graphics section, the game looks great and the maps available in the beta not only look good, but they have a very nice design – they feel quite big and offer a lot of opportunities for some brutal battles.
Each class in the game can be completely customized – from the skin (similar to how it works in games like League of Legends), to their primary ability or weapons, to their secondaries and perks. As you might suspect, you unlock most of this using the shop. As you play the game you’ll gain gold coins which can be used to buy these items and upgrades. Of course, if you have a bit of spare cash you can spend some to get Runestones (the cash currency) to get the stuff as well. When purchasing something, you get the option to rent in for 7 days at a cheaper price, or to buy it permanently for about double the cost. It’s a pretty fair system, in my opinion as (at least in the beta) the gold coins don’t seem very hard to get, and the equipment and abilities seem mostly to change up your gameplay tactics, rather than being completely over-powered.
Honestly, vampires are probably my favorite faction to play simply because of the Sentinel class. Who doesn’t like flying around to find victims, and then taking said victims up into the sky just to drop them to their deaths. Plus, being able to turn yourself into a torpedo is fun, too. Past the Sentinel, I didn’t have much fun playing the vampires though. Sure, being what is essentially a demi-god that can crawl up walls, jump huge distances, fly, and suck the blood of the fallen humans is fascinating. But fighting for the survival of your species as a human makes the game more intense (for me).
As a vampire, you will be able to climb walls and stalk the humans from the roof tops. Sentinels are the only ones with wings, so the other two classes have to settle for super leaps and other means of movement. If you enjoy hunting down a target, vampire is the way to go for you. The height advantage combined with the third-person perspective means you are the one that gets to choose when to engage. Having the power of choice innately makes you superior, in my opinion.
The other two classes in the vampire faction are the Reavers and Tyrants. Reavers are the leapers – they will jump a quarter of the way across the map and pin you to the ground while they eat your face. They also make use of poisons and potions, similar to the human alchemist. Tyrants, however, are the living tanks of the vampires and will run at you like a flesh-made-cannonball. There’s a lot of difference between the classes and when you combine their innate abilities with customizable loadouts, you won’t run out of variety any time soon.
Humans are stuck on the ground, and don’t even have the ability to jump (tho they can dodge). They rely on their technology to take on the vampires, using things such as crossbows, bows, and grenade launchers. You won’t find a human wielding a sword (at least not yet) where a vampire is concerned – keeping your distance and sticking together in a group is a must. The three classes of the human faction are the Hunters – who use crossbows and bolas to attack and snare, Scouts – who are fast-moving and use bows, and the Alchemist – who use potions to create walls of fire or throw down sun-light-in-a-bottle. Just like with the vampires, there’s a decent amount of customization to keep you occupied.
Depending which faction or class you are playing, you will find combat a very different experience. I prefer playing as a Hunter with a burst-fire crossbow and grenades. More often than not, I’ll find myself as the person dealing the most longed-ranged damage to the vampires due to the accuracy and damage output of the burst-fire. Basically, the name of the game as a human is to find a good corner and hide in it with your buddies, doing your best to stay alive as a horde of vampires slowly whittles you down. Distance and dodging is key to success.
While playing as a vampire Sentinel, however, my gameplay and choices in battle are completely different. My tactics change depending on the size of the group I’m taking on. If I’m facing a single opponent, I will dive down to pick him up and drop him and then introduce his face to my claws. If it’s a larger group, though, I will wait for my teammates to get into place before I torpedo myself down to the center of the group and then use my wings to knock them all down. From there, I usually try to get out of the way while my team finished them off.
There are some similarities between the factions. Such as the use of AOEs, which seem to be a pretty big part of the game. It seems that most of the attacks and abilities are designed to damage more than one person at a time. Both teams need to do health management as well, with humans also having to manage ammo. For humans, they use supply stations (that can be depleted) that are spread out around the maps. Vampires… well, you can imagine how they regain their health. They also get an exp bonus for “eating” their fallen human prey.
You will progress in levels and gain gold coins as you play. So far, the only purpose of levels seems to be defining a player’s experience level. You can buy anything from the cash shop at any levels (at least for now), as long as you have the gold or Runestones for it. I imagine that later on more progression will be added in. Who knows, maybe even a decent tournament scene will appear in Nosgoth.
Nosgoth seems to be coming along very well. With the interesting setting, intense gameplay, and Steam access, I foresee that the game will be quite successful. I didn’t run into any problems while playing the beta, and it seems like the only thing it needs is a bit more content and some polish. All-in-all, I found myself loving the game and I look forward to seeing how it develops. I definitely plan to keep an eye on it and continue playing the closed beta!
Keep an eye out for our upcoming closed-beta key giveaway and First Look video from JamesBl0nde on our sister site, MMOHuts!
OnRPG has partnered with Joyhubs to net daring treasure hunters beta packs for Treasure Islands!
Treasure Islands is the new SLG+RPG game developed and published by Joyhubs. Treasure Islands features the heroes focused Arena system, Adventure system,fight system, abundant equipment sets & upgrades. You will play the legendary hero and recruit the ancient hero to save the Treasure islands’ people from an evil dragon. Fight for the treasure and your kingdom.
The Beta Pack Includes:
1. Medium Gold Bag*3 (It includes 40000 Gold which is widely used)
2. Medium Grain Bag*2 (It includes 4000 Grain which are indispensable for recruitment and expedition)
3. Loud Speaker*5
4. Training Card*5 (Improves the effect of Advanced Training for 8 hours)
To Redeem your Key:
- First register an account with Joyhubs here
- To redeem the code simply enter the game and click on the PackCode icon on the top right of the screen (appears as a gift wrapped present) next to the Purchase button.
- Enter your code and then click Confirm.
Square Enix, Inc. today released new screenshots for the upcoming FINAL FANTASY® XIV: A Realm Reborn™ Patch 2.2 – Through the Maelstrom – content set to arrive in March. They showcase the updates to the main story and characters, including the continuing story of Hildibrand, the introduction of Gilgamesh and the mysterious Yugiri, and primal Leviathan whom players will face in the latest primal battle! Full details of the new assets can be found in the accompanying document.
Square Enix also announced the 13th installment of the Letter from the Producer LIVE with director / producer Naoki Yoshida. The live stream will kick off on March 21 at 2:30 a.m. (PDT) and cover upcoming Patch 2.2 content, including a preview of the new beast tribe quests, new cases to come for Hildibrand, the introduction of the “Glamours” system that allows for the altering of gear appearance and “ventures” that will allow players to expand on their retainer’s role. Main scenario writer Kazutoyo Maehiro will also make a guest appearance to speak to Patch 2.2’s story and quests.
For more information on the upcoming Letter from the Producer LIVE, visit the official announcement here.
OnRPG has partnered with SubaGames to get you into the launch of their 9Dragons Closed Beta Test! 9Dragons is a Free-to-Play Martial Arts MMO that originates from a renowned Chinese novel.
Set in China’s Ming Dynasty, 9Dragons offers:
- Various PvP systems including Clan War system between White Clan and Black Clan
- Realistic Martial arts animation displaying more than 400 martial arts movements, with each clan having its own specialized Martial arts
- Vast environments based off upon actual Chinese geography
- Interactive content where players dictate their own destiny in accordance with the scenario with over 300 quests available
- Different types of dungeon systems for different levels. Epithet system that not only gives cool nicknames but also enhance players’ abilities.
In addition to the below features, SubaGames’ 9Dragons will further offer non-stop GM events and balance PvP environment.
Embark on an unforgettable journey and become the hero of the land!
To Redeem your Key:
- Visit https://subagames.com/NineDragons/ClosedBeta.aspx and submit your beta key.
- Please note that you must be logged into your Suba Games account to proceed.
- If you do not have an account, you can sign up for an account at: https://subagames.com.
- Download and install the game client to start playing!
Players of last weekend’s Strife trial test weigh in their opinion across various social mediums.