Monthly Archives: November 2008

Age of Conan: major content update now live

This week Funcom updated the ‘Age of Conan: Hyborian Adventures’ live servers with the largest gameplay content addition since launch. By visiting the vast, new outdoor area of Ymir’s Pass players will now be able to find new quests to solve, new characters to meet, new monsters to slay and a dramatic new storyline to unravel. The update also includes a new dungeon – The Amphitheater – that holds one of the most epic and memorable monster encounters ever created for the game.

“This is an important update that opens up a lot of new gameplay content for players who have already passed the level fifty mark,” says Game Director Craig Morrison. “In the months ahead we will introduce even more new content, and coming up soon are two exciting new high-level dungeons intended for players who have reached the maximum level. At this stage adding more content and keeping people entertained is very important to us!”

This free update is available to all ‘Age of Conan: Hyborian Adventures’ subscribers and the content will be downloaded automatically when launching the game. In the months following the launch of the game, Funcom has addressed several of the key concerns voiced by the players and have also added a series of new content and features. Recently the live servers received a major update to the player-versus-player part of the game, allowing players to become criminals based on their actions when battling other players. New armor, weapons and other content have also been added, and from a technical perspective the game has also seen major improvements in terms of stability and performance. Funcom remains determined to keep updating and improving the game, and will keep players posted on the updates that are planned in the months ahead.

Perfect World Europe

“Perfect World” is a vast online role-playing game set in a fantasy world with many extra features such as character customization to an unprecedented in game level with self built characters.

In addition the fighting experience is taken to literally a new level with extensive fighting whilst in flight to offer the gamer a truly unique 3D experience.

The excitement is further enhanced by Guild territory ownership and the ability for guilds to build structures on their territory. The world has its battles and quests in land, sea and air in a huge, open and continuous world with different areas is real time simulations with a natural day-and-night-cycle, changing weather (sun, rain, thunder, snow, clouds …).

Millions of players experience an immersive and huge open world, with an unbelievable number of varied quests, varied terrains and highly challenging dungeons, bosses and a complex game-economy. There is a massive crafting system, with pets and tame animals to ride if you are good enough!
The integrated chat system, the in and out Game Messenger and the individual mailing system also brings a new standard of communication in the world of Massive Multiplayer Online Role- Playing Games (MMORPG).

Perfect World Multilanguage Service provide one of the most comprehensive localizations ever seen in the games market.

Myth War II Online: Audio Design Overview & Soundtrack Release #1

When you start playing Myth War II Online, you will be deeply impressed by the audio presentation in the game. Today the folks behind are going to elaborate on the music design behind Myth War II.

In the field of in-game audio design, the Singapore Symphony Orchestra was invited to record the game music and create a well coordinated, memorable orchestra performance. There is a profound range of feeling in the background music, which incorporates a majestic spirit within a tightly knit composition. Still you can pick out the operatic arias quoted in this orchestral passage. An elaborate, ornamental melodic flourish in which all the syllables are sung on or intoned has been brought together in this vocal piece. You will find many different, explosive and beautiful elements alive within the percussion as well. The music is a mild accompaniment to softly maneuver your emotion while you are engaged in the game.

Players are given a great variety of options for diverse sound effects and background music based on different sound sources and maps in game. Players can clearly distinguish the breath of beasts hiding behind bushes from the murmuring of the many voices in Woodlingor, and will be shaken at the creepy mourning cry over the killing panic and grief in the Revive Arena, and get cold feet when listening to the overwhelming agony of death in the Sunset Plains. You are haunted and captured in an erotic virtual world where you want to stay and venture but are afraid to step out the door.

Soundtrack samples:

1. Background music when players start playing: The game’s logo emerges amid melodious music with a beautiful rhythm to get you hooked into the game.
http://flv.iggcn.com/mw2/mp3/Menu01.mp3

2. Background music on log in entry page: Shocking drums and various cool game characters announce your new start in the world.
http://flv.iggcn.com/mw2/mp3/Menu02.mp3

WAR goes to Korea

Korea’s largest game portal, and Electronic Arts Inc. (NASDAQ: ERTS), a leading developer and publisher of interactive entertainment, announced today that two companies have signed a multi-year agreement for Hangame to publish the critically acclaimed Massively Multiplayer Role-playing Game (MMORPG) Warhammer® Online: Age of Reckoning™ (WAR) in Korea. This agreement further expands the reach of WAR with servers to be available in North America, Europe, Asia and Oceanic territories.

Developed by Mythic Entertainment, WAR is a groundbreaking new MMORPG that launched in North America, Europe, Asia and Oceanic territories in September and has attracted more than 800,000 registered users since launch. The game will be launched in Korea in 2009.

WAR is based on Games Workshop’s wildly successful Warhammer fantasy tabletop war game. With over a quarter century of highly detailed source material to draw from, Warhammer provides a rich setting for hundreds of thousands of players to experience the epic nature of war and the glory of battle.

In WAR, gamers venture forth into a grim world of perpetual conflict to fight for the Realms of Order (Dwarfs, High Elves, and Empire) or Destruction (Greenskins, Dark Elves, and Chaos). Next generation Realm vs. Realm™ game play ensures that players in WAR are never fighting alone. With an army of allies at their back, players will invade enemy lands, besiege imposing fortresses, and sack sprawling capital cities for the glory of your Realm. In addition, every aspect of the game – every player, every quest, every encounter, and every battle – can turn the tide of the ongoing war and mean victory for a player’s Realm!

“I am thrilled to be working with Hangame to bring Warhammer Online: Age of Reckoning to the Korean gamers,” states Mark Jacobs, general manager of Mythic Entertainment. “Warhammer is a remarkably rich and exciting fantasy world and we’ve seen it truly come to life as an MMORPG thanks to the passion and enthusiasm of our fans. By partnering with Hangame, we hope to provide Korean gamers with a fresh, new fantasy experience and years worth of Realm vs. Realm adventures on the frontlines of WAR.”

Wook Jung, Director of Hangame, said that “it is an honor to publish Warhammer Online: Age of Reckoning in Korea. It is a true MMORPG masterpiece which has received an astonishing response and rave reviews from critics and gamers around the world. With the addition of WAR to the NHN game platform and global network, we continue to expand our services in order to provide gamers in Korea with high quality games through various channels.”

“I am very pleased about the mutual beneficial cooperation that we have entered into with Hangame and we will give our best efforts to meet the expectation of our gamers as well as maintain the good working relationship with Hangame,” said Savannah Hahn, Vice President of Electronic Arts Asia Pacific and President of Electronic Arts Korea.

D&D Stormreach Review

by Vincent Haoson, Onrpg writer

Porting a well-known and loved tabletop role-playing game like Dungeons & Dragons into an MMO is no mean feat. Turbine, the company that brought you games like LOTR Online and Asheron’s Call in fact attempted to bring the whole D&D experience to the MMO scene. That is why we have Dungeons & Dragons Online: Stromreach, with its 8th module update recently released. MMO players finally get to taste what it feels like to be part of the whole D&D universe.

Character Creation
First up, character creation. Players get to choose what fighting style their DDO character will use, they can choose to be a melee, spell or specialist. The character’s job class is highly dependent on the style they choose. If players go with the melee, their options fall to being a fighter, barbarian, paladin or the recently included monk class, while players who go for the spells will be a sorcerer, cleric or wizard. Meanwhile players who go for the specialist are given the option to be a ranger, rouge or bard.

After the character’s job class players are provided with the choice of their character build or in DDO’s case “paths”. There are three suggested builds per character, thus giving players an idea of what build their character should take. There is a fourth “customize” option where the more independent minded players could allocate stat points to make their own “path” for their character.

Players then decide what race their character would be from. There are five races available to choose from, namely: the Humans, the Elves, the Halflings, the Dwarves and the Warforged. There is a sixth race, the drow elf, but there is a fame requirement that players need to obtain before having access to it.

If that’s not enough, players can also customize their character’s appearance. Players are given the usual freedom to decide the color of the hair and skin of their character, which is extended to also being able to choose how the eyes , nose and mouth look. Players can also include facial hair and facial markings if they are looking for the more weathered look.

DDO gives a whole new meaning to the term “character customization”. Players are given great freedom when it comes to their character; each style has its own class and each class has its own paths to choose from, while the character race determines their character’s effectiveness as a solo dungeon runner or a party member.

The immense choices for the character may overwhelm new players. Those who are trying this game out the first time may find themselves spending a great deal of time on creating their characters. This may either be good or bad depending on the preference of the player.

Storyline
Because of the long history of Dungeons & Dragons, being the first fantasy tabletop game with an extensive fantasy world, I expected that this MMO should be in fact story driven. Thankfully Dungeons & Dragons Online: Stormreach doesn’t fail in aspect.

After creating your character, you would be transported into the D&D world as a shipwrecked stranger. You were on your way to Stormreach when a white dragon attacked your ship and left you for dead at the shores of Korthos village. From there you meet people who ask for your help in exchange for information on how the game is played.

The shipwreck arc is the new addition included in the Module 8 update of DDO. Players eventually need to slay the ice breathing dragon that is terrorizing the whole village of Korthos before you can finally get to Stormreach. The storyline angle before the arrival to Stormreach is a nice way of tying-in the add-on change that was included just recently to the game. It neither destroyed the whole concept of DDO nor did it include too much info so that new players can still grasp their overall idea of the game.

DDO has well thought-of quest system; every quest you do is part of the whole story telling experience of the game. The quests in the game translate well to the whole story the player is trying to make in DDO.

The audio narration that is often heard while you are in a dungeon, is one of the elements that makes DDO such a great story telling experience. Not only does it give a player tips, it adds to the whole “you-are-part-of-this-story” feel that other MMOs fail to do.

Graphics and Sounds
DDO’s graphics and sounds are on par with other Pay-to-play MMOs, the weather effects add to the D&D feel of the game, giving the sense that you are in fact in Korthos or wherever you are in-game.

The graphics and sounds really help you immerse yourself into the world of D&D, making sure that you are in fact part of the whole community itself. There are instances where you can actually see people just lounging around or helping others out. Turbine has made sure that the NPCs are not static and that they actually do something rather than just stand like dolls.

Gameplay
Of course we must not forget that in any MMO the most important thing is not just the storyline, graphics and sounds but also the whole gameplay itself. Though the game does make a player immerse itself into the game, DDO has a few gameplay flaws.

One example is the awkward in-game controls, because as MMO players are used to just point-and-clicking, in DDO you can only use the keyboard for character movement while your mouse handles the interaction with the NPC and the like.

This could be unnerving to some. The controls get in the way sometimes, for example when you are fighting monsters. You may find yourself at times wasting more time in trying to determine on how to control your character to kill the monster rather than killing the monster itself. This could be very irritating when you’re soloing and your quest is a multi-level one.

Another thing is the camera angles. Sometimes the scenery would obstruct your line of sight even if you already fixed the angle of your view. This can be very irritating when you are in a middle of a fight and you need to make your character face your enemy before you can attack it. This can be quite frustrating, especially when you are in a very tight spot and taking down monsters spells either death or survival for your character.

Conclusion
With this said, I must conclude that DDO is not just for any casual MMO player out there. The first point is that there are too many choices during character creation. I think it’s great that it gives the player more freedom to choose their character preference but there are some who would rather get the default character type and spend more time getting to know the game.

Also, the free flow of the quest can be bothersome to those who are not used to quests like these. Some may be even overwhelmed on the vast amount of quests that are available for them.

The game controls are also hard to get used to, players would need to be patient and take their time adjusting to the controls. DDO is not just your typical MMO, it actually feels more like an RPG. The RPG-ish feel of DDO is of course expected, this is in fact Dungeons & Dragons, a table-top RPG. DDO is unlike other MMOs where you fall in love with it the first time. You would actually need to spend time before it grows on you. The question is, is the player willing to do it?

Pros:
* Immense choices in character creation
* Engaging story and narration

Cons:
* Awkward game controls
* Camera views can be irritating
* Players would need to spend time to actually have fun in game

Voyage Century: Using Provisions Wisely

Imagine you are sailing smoothly to London from Athens to meet a very important friend, all of a sudden the speed of your ship starts drops sharply, eventually ending up becalmed on the wide ocean. Now imagine you are chasing a loathsome pirate, and your ship begins dropping back as your speed decreases and you watch that brigand sail away, how does that make you feel? If you never want these embarrassing moments to happen to you, learn how to use provisions wisely now!

Provision consumption is closely connected with the number of sailors aboard your ship. Basically, the more sailors you have, the more they eat (and drink), so your provisions will be consumed faster. One easy way to save provisions is to simply reduce the number of sailors on board. Less mouths to feed, means less consumption. However, if there are too few sailors, sailing speed will be reduced by a lack of crew to man the ship. Remember, unless your are heading into battle, balancing crew, provisions and speed is essential.

Provision consumption is also affected by ship sail durability. The higher your ship sail durability is, the more provisions will be consumed, and faster. So turning down the ship sail durability to save provision is a no brainer.

If your ship is lower than level 4, you can team up with higher level ships to sail and save on provisions. If the ship with the highest speed tops up its ship sail durability, the rest of the ships can all decrease theirs. Don’t forget to choose “Union Mode” before doing this though.

Apart from the methods mentioned above, you can also buy Compressing Provision Boxes to avoid stockpiling too many provision at ports too often so that you can reach your destination fast.

May the wind be always at your back! Safe voyage!

Freaky Creatures Interview

by Fabio Rodighiero, Onrpg Channel Manager

Onrpg: When you started thinking about Freaky Creatures and designing it, which were the main ideas you wanted to develop, the main features you were looking for?

When we first thought about Freaky Creatures we wanted to let people create and customize their own creatures and we wanted enough combinations that people would end up with unique looking creatures.

We also wanted to create an experience that people could get into easily and explore it in their own way. If you just want to build weird creatures you can do that and create a lair for them. If battle is your thing you can jump right into combat.

It was also important that the various parts of the game were easy to understand.

Onrpg: Is there a storyline behind the game and can you give us some hints about it?

There is a storyline and a full universe behind Freaky Creatures. In the far reaches of space humanity has progressed and is no longer run by a government. Instead the Corporium, an assembly of the all the corporations in human space rules. War between humans has been outlawed, all conflicts are resolved by battling creatures for everything from credits to entire planets. Creature trainers are the most valuable commodity and having good ones can make or break a company’s success.

Along with the humans there are a wide variety of alien races, some hostile, some friendly others indifferent to humanity. It’s a rich universe with interesting characters at every turn.

The main storyline follows Alexx Stargazer his best friend, Miri Soria and the Kurrath, Rarth. Alexx’s father mysteriously disappeared and in their search they uncover more than they planned on.

The initial place you’ll be seeing the story is in the comics available on the Freaky Creatures Community. However, I wouldn’t be surprised to see some of the characters make their way into the game eventually.

Onrpg: Considering that a user can create his own creature, character creation seem to be a core feature for the game. How many choices are there?

Creature creation is a big part of the game. There are 3.2 billion possible visual combinations and rising. We have 11 types of base creatures and over 100 parts to customize them with. You can also choose things like theme music so even your creature’s audio can be personalized.

After launch we’ll be adding more parts and powers to configure your creature with.

Onrpg: Is there a leveling system for the creatures? How does it work? Will leveling up unlock new features such as new abilities, items etc.?

You can level up your creatures and it does unlock new abilities, items and gameplay features. You can also spend points you get every other level to customize your creature more.

Onrpg: How does the combat system work? What’s the core ideas you wanted to develop?

The combat system is turn based. It was important to have something that was quick and easy to get into yet had a lot of depth for the more experienced player. We took a lot of inspiration from trading card games which have a wealth of strategy and aren’t depending on ping rate. One of the things we were looking to achieve was to let the player discover many different ways to build and play. There are a lot of different strategies you can use to win a match.

Onrpg: Will the game be just PvP or will there be also some PvE content?

Currently, the game features two major components, battling and the lair. Battling is PVP and Lair is PVE. In the future we’ll be looking to develop out both aspects of the game and add additional PVE and PVP content post launch.

Onrpg: What about the community? Will there be community oriented features (guilds etc.)? Or some social network kind of things maybe?

The Community is an important aspect of Freaky Creatures. We definitely want to encourage people to interact both inside and outside the game. One of the major elements of Freaky Creatures is the community site. Every player has a personal page which they can customize which shows off their trainer, their creatures and their collections of creatures, parts and powers. You can also view pages for each creature a player has which show detailed information on each creature.

The website also allows you to form a Team of up to 5 players. Your team gets its own mini-site, management tools. You can design a logo for your team, pick themes and choose other customization options.

The Lair is a great way to interact with friends too. You can create a custom lair and then open it up so other creatures can visit. Each creature can have a lair.

Onrpg: In the trailer one could see the creatures busy with various occupations. In what ways can they express themselves?

Creatures have dances and a number of emote animations that allow them to express themselves directly. The lair is also a place where a creature can express itself. How you choose to build your lair and what you put in it can reflect how you imagine your creature’s personality.

Onrpg: Are you planning to release expansions in the future?

Absolutely. In fact, we already have something very exciting in the works. I can’t talk about it just yet but it’ll be taking the Freaky Creatures universe in an unexpected direction.

Onrpg: What kind of awesome must-have goodies are available for Freaky Creature Players?

I think the most obvious “awesome goody” is if you buy all the creature figures you’ll get an 11th digital only creature to use. The only way to get that creature is to complete your set.

Another cool element is pets. Pets act as a companion for your creature. Each pet has a mean and a nice form and they accompany your creatures everywhere.

You’ll also be able to buy many objects for your lair from the Creature Club Store with credits you gain from battling and playing mini games. Some of the objects will be rare, expensive and not always available.

Eve Online Review

by Gabriele Giorgi, Onrpg writer

More than 20 years ago, on machines that can now be found only in an attic or a museum, a game called Elite appeared. Starships, planets, orbiting stations were all made by polygons (really the best graphics you could ask for, at that time) and the player took the role of a space pilot traveling through different star systems. What made that game really unique was its absolutely freeform approach: you could be anything you wanted… a trader, a soldier, a pirate, a smuggler, a bounty hunter, a killer… the choice was up to you.

After two sequels and lots of imitations throughout the years, in the 2003 the MMORPG EVE Online was released. EVE was profoundly inspired by Elite, as the producers revealed in some interviews, and brought that freeform concept to the upper level, letting thousands of players roam the stars at the same time, the first step to create a real universe.

The software house CCP, based in Iceland, released EVE for a short time in the stores; the game was published by Simon & Schuster Interactive, but the boxed version did not stay on the shelves very long: CCP bought back its rights to distribute it via internet (even if a new release in stores is planned for 2010), making it one of the few really independent MMORPGs on the market. They developed versions for all platforms and had the tutorials translated in many foreign languages, to appeal a larger public.

A long time in the future…
In a galaxy far far away called New Eden, the descendants of the first human pioneers who got there 35,000 before through a space anomaly called EVE are now rebuilding their society and technology. In the millennia, they have evolved again with different views and beliefs, and now that they have all discovered again space travel, they can do nothing but clash. The orthodox Amarr, the bellicose Minmatar, the libertarian Gallente, the efficient Caldari, they are all struggling to avenge old grudges or to annex sectors of space to their faction.

This background is presented in the initial cinematic. Afterwards you are prompted to choose one of the four playable races and select your field of specialization, and your journey through the stars will begin.

Gameplay
In the game your avatar will be a customizable image of your character against a background of your choice, but when you are in space you will actually control your current spaceship, be it a tiny shuttlepod or an imposing battlecruiser.

The management of your ship is one of the most important aspects of the game: you have to fit it with all the equipment you need to mine asteroids for ore or scavenging wreckages, defend yourself from enemies and pirates and so on. Larger ships will have more energy and slots available, but you will need the appropriate skills to pilot them.

This leads us to the other capital aspect, the evolution of your character: there are so many skills you can never hope to learn them all, no matter how much you play… and this is due also to a very innovative feature of EVE: skills are developed in real time. When you select a skill to train, you will be notified of the precise time to get to the next level; at higher levels it will take days to advance. This can also be used to your advantage: if you know you cannot log in the game for days, you can just select one of the longest skill to train. There is no penalty for switching skills and all partial advancements will be saved.

Skills are needed in order to fit and use most of the available equipment. There are really thousands of different items, each with its own description and peculiar requirements. There are so many you can easily get lost, when browsing through them in the market.

Traveling from one place to another can be a bit boring: you set the route and the autopilot will take you to your destination: if you are not passing through dangerous regions of space, you can even go away from keyboard and do something else while you wait.

Also there are no fixed career paths: you can choose whatever you want to become simply developing the related skills. You can be a scientist or an engineer, researching new blueprints or using them to produce items and even ships. You can wander through space, exploring and looking for interesting artefacts or rich asteroids. You can enlist in the army of your faction. You can simply make money by extracting ore. You can join (or form) a corporation and climb its ranks. No path is set in stone, and you can really decide and even change on the fly.
One easy way to garner money and reputation is through quests: these are provided by agents and in different stations; unfortunately they seem to be a bit repetitive, and you might find a contact who will offer you the very same story arc you have just completed for another agent.
Anyway, whatever you decide to do, don’t forget that, like in real life, in EVE money makes the world(s) go round, so always keep an eye on your ISK (InterStellar Kredits) balance.

Combat and death
Spacefaring is risky, especially when you venture into systems not patrolled by police: when you bump into someone hostile, your ship might be blown to pieces, but there is always an escape pod to save your hide… unless your opponent is a human Player Killer with the bad habit to “pod” his enemies, i.e. to shoot and destroy their escape pod.
In the first case, all you need is a simple insurance for your ship; for the latter an interesting solution permits you to retain your character: a clone. It’s important to keep your clone up to date, since its “memory” will hold up to a certain amount of skill points.
Combat itself involves using your equipment at the right time and keeping your ship at optimal distance for your opponent, depending on the weapon you use. The game calculates the odds of hitting the target with complex formulas that take into account many spatial factors. On the other hand, the laws of physics have been somewhat bent, so you will not see collisions, nor there will be any gravitational attraction between objects in space.

Graphics and sound
Each race has its own distinctive design for ship and space stations. The graphic effects for stars and nebulae are particularly noteworthy. While the textures might look quite plain at the beginning, you have the option to download an additional graphic pack to enhance them, along with improved light effects.
The sound theme is mostly techno: nothing particularly memorable, but it fits well with the setting and, like in most science fiction series, the computer speaks with a female voice.

Community
One of the distinctive features of EVE is that all players share the same game server, “Tranquility.” There has been only one server until 2006, when a new one, “Serenity,” was open in China, dedicated exclusively to Chinese players. Thus every action of every player affects the entire universe like no other MMORPG: prices are subject to the laws of supply and demand; space pirates can become infamous throughout the universe and have the bounty on their heads increase more and more; group of players may form huge corporations that will have their impact on the balance of power, building space stations and issuing their shares.

And it goes even beyond that: for example, when one corporation built the first Titan ever, the most powerful ship available, news spread as a wildfire through all the server… but it did not last long: the Titan was destroyed by an opponent faction, and the rumour of their deed spread even faster.

On the net there are many websites and forums revolving about the game and its mechanics, and CCP also publishes the official EVE magazine, E-ON (NOT a webzine): you can subscribe to it and it will be mailed to your home quarterly.

Conclusions
EVE Online is undoubtedly a unique game, but it’s not for everyone. Many of its features make it different from other MMORPGs, but this might not appeal most people. Moreover, merits like its freeform play might also be perceived as its greatest flaws. To find out if you can get hooked by it, the best way is the 14-day trial version. Just play and see if you are ready to join this living, breathing universe where the sky’s the limit.

Pros:
– available for all operative systems (Windows, Macintosh, Linux)
– dedicated and passionate community
– all players really contribute with their actions in shaping the universe
Cons:
– steep learning curve (but tutorials might help)
– repetitive quests
– long waiting times when traveling from one place to another

EVE Online: Quantum Rise Expansion Released in Full

CCP delivers last stage of free winter expansion

CCP, one of the world’s leading independent game developers, today fully deployed EVE Online: Quantum Rise, the ninth free expansion for EVE Online. In September, CCP pushed the first staged delivery of Quantum Rise to the servers ahead of schedule-allowing for impressive 1000-player single-system battles and slashing lag in major market hubs and across all aspects of gameplay. Today’s release brings the final pieces of Quantum Rise to players and sets the stage for future expansions.

Several improvements in Quantum Rise include:

  • More upgrades to our hardware and software structures as a further implementation of the EVE64 and StacklessIO initiatives
  • Certificates provide benchmarks for the skill system, goals for new players, help during corporation recruiting and bragging rights
  • A new medal system allows corporations to build and bestow their own custom rewards for whatever achievements they can imagine-anywhere from participation in a major fleet battle to a milestone in corporate allegiance
  • UI changes include a moveable HUD, module recharge timers and weapon grouping
  • In-game Subscription Services allow players to convert 60-day EVE Time Codes (ETCs) into two 30-day items in game. They can be traded freely through all regular means (via market or contract or directly between players) and can be activated at any time
  • The new industrial capital ship, the Orca
  • Autopilot avoidance and new routes to bring safer, faster travel in New Ed

“Quantum Rise is yet another successful iteration on an already great game with a proven track record of delivering a deep, immersive, intelligent experience for one of the most demanding audiences in the MMO industry,” says Torfi Frans Olafsson, Senior Producer for EVE Online. “We are proud to be delivering Quantum Rise as a continuation of our vision of building the ultimate science-fiction simulator that we will continue to grow and enhance until Earth will be taken over by extraterrestrial races and we will be forced to put the project on hold while we take up arms and liberate our home planet.”

CCP is proud to bring Quantum Rise to you just days after EVE Fanfest in Reykjavik, Iceland, where there were several major announcements during the keynote speech for the legions of dedicated fans in attendance. Check in with https://secure.eve-online.com/redir.asp?aid=104770 over the coming weeks for more information and a recap of the Fifth Annual Party at the Top of the World.