E3 2012 OnRPG/MMOHuts Day 3 Recap


Day 3 was by far the busiest day of the show for us. It was crunch time and Michael "Spunkify" Dunaway and I had plenty of publishers to meet with.

Early Access: Core Blaze Part 2


Combat in Core Blaze happens so fast that players must be able to set their control scheme to muscle memory in order to utilize their attacks and combo them effectively. Standard 'beat-em-up' combat will get you killed fast.

Early Access: Core Blaze Part 1


Core Blaze was left for the final hour of the final day. You could tell from everyone within the company that this was supposed to be it; this was the game that would burn the name Gamania into the minds of the western gaming world.

  • GhostDemon

    If anyone is concerned about the updates on this game, apparently they have been bankrupted into giving up their company. This game is no longer in production because they didn’t want the higher up companies doing what they wanted with the game, so they had been run into the ground. Even though this game looks amazing, its not gonna happen any time soon. If anyone knows different, please comment.

  • xBMHx

    you waited to long for release i will not play this game.

  • john

    where is download

  • Anonymous Alpha Tester

    Well since the game production has been put to a stop, I am no longer bounded by Alpha Tester contracts and can share information on the gameplay.

    Core Blaze is like an enhanced online version of Monster Hunter; beautiful graphics, stunning monsters, and eye-gripping environments. There were plenty of weapons to choose from, and you weren’t just limited to one — you could actually have four. You could use a 2-handed greatsword and have a bow, or a dual sword as a primary and a sword and shield in case you needed the extra defense.

    The game’s primary combat function was the three quick-slot wheels: one for weapons, one for skills, and one for items.

    Combat pace is adaptive; one type of monster could be at normal speed while other types of monster lack speed but make up for it with knockback.

    Mouse controls was Third-Person Shooter style, allowing you to have situational awareness and also enjoy the fantastic looking armor on your characters while requiring a bit of skill in combat (i.e. you need to actually aim your skills to hit). There was however a lock on function in case you wanted to focus on one enemy.

    The game was both open-world and instance based, meaning you could still do quests alone and outside of dungeons. There were even field bosses that put up the same amount of challenge as a dungeon boss, meaning you still had to be careful outside of dungeons and dodge attacks while knowing when to back off. I’m not sure how much resources like HP/MP potions you’ll have out on the field since as an alpha tester I was given an unlimited amount, but I would say dodge whenever you can and try not to get hit a lot. Dodge takes up stamina which is also used by your dashing (sprint) skill.

    Other systems included the usual craft and upgrade systems, which I was not able to go into depth with during the testing. You were able to add elements to your armor and weapons through the same system though, giving you resistance to whatever you plan on fighting in the future. There is also a safehouse/home feature where your storage is located. You can store any items you want safely into the chest and this is also where your costumes went.

    That’s about as much as I can remember from testing the Alpha version of Core Blaze. If you have any questions feel free to ask.

    • DizzyPW

      Would you be interested in posting an article about it on our site?