Majesty is a combination of RPG, RSG and AVG. Its background is a fantastic virtual world. With vintage figure modeling, vivid scenes, plus diverse game systems and novel game settings, you’ll start a journey of empires as long as you open the web page. Farming the battlefield and stepping forward, you could be the next conqueror!
Yearly Archives: 2010
BOI Video Review
Check out the latest OnRPG Video Review on Battle of the Immortals!
Has Bioware Got It All Wrong?
Has Bioware Got It All Wrong?
By Joshua Temblett (Dontkillmydreams), OnRPG Journalist
Star Wars: The Old Republic, Bioware’s up and coming Massively Multiplayer Online Role Playing Game (MMORPG), aims to change the formula that the genre lives by. This was made immediately clear in the company’s press statement announcing this new Star Wars game, whereby Co-Founder and General Manager/CEO of the studio, Dr. Ray Muzyka, made the statement:
“Traditionally, massively multiplayer online games have been about three basic gameplay pillars – combat, exploration and character progression. In Star Wars: The Old Republic, we’re fusing BioWare’s heritage of critically-acclaimed storytelling with the amazing pedigree of Lucasfilm and LucasArts, and adding a brand-new fourth pillar to the equation – story.”

Since this press release, from the 10th October 2008, Bioware has talked constantly about this new focus on the “fourth pillar”, and its importance in MMORPGs. The company has used the design decision of focusing more on the story element of its new game as a key marketing strategy, by trying to appeal to the gamers who might be sick of the generic, genre formula. In fact the Lead Storyteller for the game, Daniel Erickson, recently commented,
“If the idea of story and context really turns you off, if what you want is [just the] complete Disneyland experience, where you run on the rides and repeat the stuff, this probably isn’t your favorite MMO” (source)
Yet, there is a question that has been sitting in the back of my mind, has Bioware gotten it all wrong?
What I’m asking is whether or not Bioware is approaching the idea of the “fourth pillar” correctly, and perhaps whether their perception of what an MMORPG is, at its core, fundamentally flawed. The objective of this article is not to insist that I am right or wrong, but to get you thinking about the points I put forward. I would also like to note, that I do fully understand that the game developers have worked on the other “three pillars” that make up games in the genre in addition to this “fourth”. As previously said, this article is about their idea of the “fourth pillar” and how the developers view the genre from a design perspective.

Let’s start with a quote
“And then MMO [games] showed up, and it wasn’t that. It was the ruleset to an RPG: There was combat, and there were areas, but that was all. Someone had left out the module. There was no story, there was no point. You just kind of wandered around. And that hasn’t really changed all that much over the years.” – Daniel Erickson, Principal Lead Writer for Star Wars: The Old Republic. (source)
I want to begin by talking about Bioware’s idea of the “fourth pillar”. I feel that the above quote allows us to get into the frame of mind of the developers of Star Wars: The Old Republic, and their perceptions of MMORPGs. In this quote, Daniel is saying that Online RPGs are missing an essential element that single-player RPGs provide. This element is the storyline. Daniel also argues that without a story, or even a context for the world you’re in, there is no point to MMORPGs. I both agree and disagree with this.
I agree with Daniel when he argues that without any sort of context, be it background information about the world or the placement of NPCs, there is no point for your character to exist in the world. Neither is there a point in you playing the game. If, for example, I created a game whereby there was nothing in the world, no environment, just an endless echo of whiteness, and I were to put you and one thousand other players in this game world, butyour character were just black dots, then what would be the point in playing? Not only that, but you would be limited to two actions, moving and chatting to other players. Would there be any point to this game? Would you play it for very long? No, I didn’t think so, especially considering how many other things there are to take up your time. In short, there is no point to a game with nothing in it.
Now, what would happen if I created a green field that had big leafy trees, and a beautiful blue sky hovering over it? Not only that but your character, instead of being a black dot, was male or female and had a t-shirt and trousers on. This would make the game a little bit more interestingNow, what if I said you could create anything you wanted in this world? What would happen if I gave you the ability to build a house wherever you wanted to? Or raise an army to conquer the world? If I gave you the ability to construct and destroy objects inside the game world, what would happen to you and the thousand other playersthen? I’m certain that you’d hear about other player’s exploits, and you’d no doubt be told stories of their success or failures. Your own personal story would reveal itself as you make choices about whose side to join, and you decide what to fight for. I have not designed this story, however by providing the community with the correct utilities, I have created a world in which you go forth and create your own personal tale.
This long example leads me to my main point about Bioware’s “fourth pillar”. Daniel argues that MMORPGs are missing the core element of RPGs, which is the story. He is correct, however not in the way he thinks he is.

Story Elements in Star Wars: The Old Republic
Let’s look at how Star Wars: The Old Republic creates its story elements. First off, there are conversations trees. When you talk to a Non Player Character (NPC) you can decide from a series of pre-set choices about how to respond to what the NPC character is saying. What response you choose decides the outcome. For example, if I choose a rude response to what a character is saying, then that character may attack me. This is the same system that moves the story along, and allows the player to effect the outcome, as seen in some of Bioware’s other games such as Dragon Age and Mass Effect.
It’s a very smart system, for you see whilst Bioware argues that (http://www.strategyinformer.com/news/8006/bioware-you-can-put-a-j-in-front-of-it-but-final-fantasy-13-isnt-an-rpg) JRPGs are not RPGs, this conversation system just covers up the game’s linear nature. For you see whilst Mass Effect may have a variety of different endings and different outcomes based on your response, at the end of the day you still move forward in a linear fashion towards the end of the game. But I think I might be going a bit off course and taking a slightly controversial route.
Back to the issue at hand about whether or not Bioware is missing the point of MMORPGs. I believe that the purpose of the genre is not to tell linear stories, but instead to create an environment that allows players to come together and ultimately create their own stories, and decide their own path in a community of other players, not to decide whether or not they’re going to side with a particular NPC faction.

I understand that Star Wars: The Old Republic provides the utilities, such as clans, to let players experience the game world and come together however I feel that company should be focusing more on building the tools to let the player truly experience the world and make a name for him/herself among the community. For example have factions pit against each other to compete for supply points. Make it so that these supply points have nothing to do with the NPCs or the story elements, however if the faction loses it severely effects the player’s faction. This drive to succeed will then make players fight much harder and co-ordinate with their team mates more, and then you’ll hear stories about how the “Alpha” Clan swooped in and saved the day.
I think that this type of experience is what MMORPGs are all about. They’re not just online, single player RPGs. MMOs are all about your story, the player’s story. The genre is all about writing your own tale, and making it echo throughout the game’s world.
In this respect, I think Bioware has got it all wrong; however I guess we’ll just have to wait until 2011 to find out.
Pentacore Review: Complex and Boring
Pentacore Review: Complex and Boring
By Kei Beneza (dividelife), OnRPG Journalist
Pentacore is an MMO web browser game that takes players into the world of spells and magic. The game mixes elements from RPGs, tactics games, and social simulators. Players take the role of their own sorcerer in his/her own castle. The first thing players will probably notice is the game’s awesome 3d graphics which are rare for most browser games. The object of the game is to build an army & create spells to best your opponents. Other than the extremely good graphics, the game doesn’t offer anything new. To be honest, it was actually boring at some points, with an excruciatingly long waiting time (when upgrading and /or building structures and units). Although the graphics were enough to lure me into playing this game, I found myself “facepalming” fifteen minutes later. Were there any other redeeming qualities? Let’s check it out shall we?
Starting Out
Once you’ve logged into the game, you will be opted to name your castle and its location. You then pick between full screen mode and windowed mode, which hardly makes any difference at all. Since I was a newbie looking for a safe place to grow my army, I entered the newbie area to prevent other players from attacking my broke-arse kingdom. Players can gain experience by defeating monsters, completing quests, successfully defending their kingdom, and of course, attacking other players.

What Bores Thee Kind Sorcerer?
Funny you should ask! First of all, the tutorials were absolutely useless. Not only does it give you nothing but item descriptions, you’re also required to read a whole NOVEL of instructions that won’t even help you in the long run. The game pretty much drags you into the desert and literally leaves you for the crows. I’ve played tons of games that lack good tutorial schemes, but this one is the worst of em all. Another boring factor would have to be the loading time. Since you load 3d images instead of charts that simply show the in-game requirements and building options, the game sports a tremendous amount of downtime whenever you decide to do something else. Every option in the game is divided into rooms that serve a specific function. It would’ve been much easier to manage these features on a single window, but they just had to separate the options into different rooms. Also, just because you have an army does NOT mean you can just attack anyone you wish. Unfortunately, the game requires you to have a certain amount of energy gained from crystals and farming before executing an attack. This makes the game extremely slow, much like a long lecture before GYM class. It’s a friggin game! If it’s so war-like, where’s the war? What is this, Medieval Economy Online?
Hey Dumbledork! What Do I Do Again?
The whole complex system is good since it adds more depth to the game’s learning curve; however, it also makes mandatory features such as army creation extremely hardmanage. What really ticked me off was the feature where you have to enter your opponent’s co-ords before attacking. WHAT THE HELL IS WRONG WITH “CLICK—> ATTACK—-> RESULTS”? By far, the whole co-ords thing is pretty irrelevant. For those who are playing this game without knowing what ctrl+V does… I pity thee. Just thinking, maybe it wouldn’t be so bad if they just gave a more effective tutorial.
Let’s Not Be Too Mean
The in-game world is pretty big, but like most MMOs out there, the game’s biggest problem revolves around its player base. I’ve seen a couple of players in the game, but I was unable to interact due to the fact that it took me hours to figure out how to talk to them. Worked for my advantage though, as I was able to strengthen up my castle before any bullies came online (if people still play, that is). Wanna hear something positive? Well…

ATTACK!!!
Unlike other browser games, Pentacore has more than just your average type of attack. I guess it’s up to the player’s preferences. Aside from being able to attack your foes, the game allows players to destroy (complete annihilation), expel (banish), conquer, and steal (currency) from his/her opponents by accessing the weird skull shaped thingy in the War room. It’s an awesome feature, really. It is possibly one of the few redeeming qualities of the game. If you want to go play tyrant in a world of magic, then this will definitely come in handy.
The game actually has a bunch of sneaky tactics like militia-making that make the whole war experience worthwhile. Players can also summon monster allies by creating pentagrams (an AWESOME feature).

Graphics and Interface
As far as graphics go, Pentacore’s visuals are second to noneAside from the world map and town layout, the rooms and control centers look exquisite. Each room really looks different from the rest, giving players a sense of diversity as they venture inside their castle (or click around the castle). There’s no denying the fact that the game’s visuals are fantastic for a browser game. The interface isn’t too shabby either. It’s not really newbie friendly but you’ll definitely appreciate the game’s overall layout.

The Verdict
What can I say? The game looks really good but the long downtime and impractical game play ruined it. The game has a complex system, perfect for players who are looking for a challenge. Magic fans would probably have their hands full with Pentacore, being a game that deals with pentagrams, summoning and various mythical creatures. It does get boring after a few hours of solitude, but I guess some games are just meant to be played by specific people. I suppose there are times when too much depth isn’t good, especially for a game that lacks tutorials. All in all, I’d say Pentacore is a game that bored me to death. I’m still trying to keep an open mind about the game as it may still appeal to some players, but if you’re looking for a good browser game, I suggest you stay away from this one.
Pros:
– Magic Symbols and Pentagrams
– Attack options
– Good graphics
– Huge World.
Cons:
– Boring (PLAIN BORING)
– Bad tutorials
– Lack of explanation for complex features
– Navigation is a pain, especially when entering rooms
– EXTREMELY LONG DOWNTIME.
Star Trek Online Review: Space is the Final Frontier
Star Trek Online Review: Space is the Final Frontier
By Vincent Haoson (Vincenthaoson), OnRPG Journalist
Ever since I first watched my first Star Trek series (ST: Next Generation) I’ve always had the desire to have the chance to become part of Starfleet. In fact, that desire was rekindled by the recent Star Trek movie that was released in 2009. Star Trek Online seemed to be the solution for my long awaited Trekkie fix, and I was not disappointed.

Initial Impressions
The game starts off similarly to the series. Leonard Nimoy voices over as Spock and tells you the current situation of Starfleet command, which is pretty much stretched to its limit because of the different situations brought upon by the Borg, Klingons and the Romulans. Starting your journey puts you in the position where you are the only remaining officer on your ship. This is a pretty convenient way of putting you in the captain’s chair but it thoroughly cements the story-line problem this will eventually cause.

The game pretty much gives you the whole idea of what a Starfleet Commander does and provides a myriad of missions that stem from your responsibilities as a ship captain. Starting off is pretty easy due to the help of the game tutorial but as I progressed it felt that I should’ve taken a Starfleet course because there are a LOT of things to figure out in the game.
Your Ship, Sir
The easiest thing you need to learn in Star Trek Online is the ship controls. This is done with the keyboard or in combination, if you choose, with your mouse. I appreciate that the ships you command in the game feel like big ships. Turning your ship takes time and there are times where the controls seem to be pretty unresponsive. However, this works with the game because you are commanding a big ship and not just some fighter.

Your ship comes with specific “settings” where you can augment its stats to suit what you require it to do. You can set it to speed, defense, balanced and attack. Changing these stats means that your ships “energy” is allocated to one category hereby weakening your ships other capabilities. One good example was when I was going against a Klingon Bird of Prey and another ship. I had difficulties eliminating the two (I almost got myself killed) when normally this isn’t much of a problem, I then realized that I had put my ship into the speed setting and when I did revert it to attack– my phasers cut through them like hot knife through butter.
Speaking of battles, I had my hopes that ship battles in Star Trek online would be able to deliver my desire to have the same type of space battles I often see in Star Trek movies. I was not disappointed. Space battles in STO are pretty intense, especially in some missions where you are surrounded by 3-4 ships all pummeling you with phasers, photon torpedoes and whatever they have in their arsenal. Attacking is easily done through the keyboard. What I liked about the game’s battle system is that you have to angle in to be able to use a ship weapon. Some weapons provide you with250, 180or a smaller arc so it does take some maneuvering and military tactics to pull off some attacks.

Controlling your ship provides you with enough depth to make it feel like you are a captain. However, ships are just half of the fun in STO because you can also get to beam down to worlds (Yes, you read it right! There’s an Away team too in STO).
Ground battles
STO offers you the opportunity to beam down into instances where you get to face enemies with your away team. I was chuckling like mad when I got to beam down with my away team which was composed of three of my officers and two red shirts (yeah guess who got killed?). The ground battles in STO are similar to the usual battles of other MMORPGs however in STO you have a group NPCs to support you as you go.

The NPCs you have can either be support or attack oriented. They can help you by activating their specific set of ground skills that are natural to their class (They also have space oriented skills that can bolster your space battles as well).

Your Character, Captain
One difference in STO in regards to your character is that you don’t have levels. What the game has instead is ranks and to advance through them you have to invest on your skills. The philosophy behind this is that a Starfleet Captain should be pretty well versed to be able to do his job. So the whole idea is that you are given a blank character that you yourself will be building up depending on your preferred style of play.
How you build your character is true to the concept of a person’s advancement in the Star Trek universe. I personally liked this way of doing things because it really appeals to the Trekkies who will be playing the game. The problem though is that some of those who venture into the game will find this pretty weird especially if you don’t have any background knowledge of Star Trek.
Familiarities
Speaking of being familiar to Trekkies, the game has a lot of Easter Eggs that you can unlock through the purchase of points. They include ships skins and designs which you’ll be able to access in the later stages. You can also purchase iconic costumes hailing from old Star Trek movies such as the Starfleet costume from ST: Wrath of Khan or even the Starfleet uniform from Star Trek the Next Generation. The game is also home to familiar structures, characters and even places that you only get to hear as you watch the Star Trek. You even get your own copy of the star map so that you can familiarize yourself on the various systems and sectors that the Star Trek universe has.
Conclusion
Overall, I loved my experience with Star Trek Online. As a fan (I can’t get to call myself a Trekkie because I don’t have enough Star Trek knowledge to be considered one), the game provides a lot of things that can make you giddy as hell. The game has enough rope for those who are not really familiar with the universe but have watched the recent movie to be able to at least get a grasp on the game.

The only problem with the game comes if you are not really into the whole Star Trek and space bit. STO has masterfully imagined the world of Star Trek so you get to experience not only the epicness of everything but also the boredom of traveling in space. Yes the battles are fun and exciting however getting to those places is quite a different thing all together. It makes me wonder how Starfleet people enjoy space when it’s just blackness all the way through.
For Star Trek fans this is a must play- I find it rare for a game to truly encompass everything the source material stands for. While those who don’t have a clue about Star Trek may enjoy the game for a while, but the sheer scope of the game can turn you off. However, if you want to at least know why Star Trek is so epic then you should give STO a try.
Pros:
– You can choose to be either a member of Starfleet or the Klingon Armada
– You get to explore the different areas that you only heard about through the Star Trek series or movies
– There are quite a few familiar faces and characters from the series in the game
Cons:
– Players who are not familiar with the Star Trek universe may be overwhelmed
– Exploration can really tire you out
– There’s too much space for new players
Dreamland Online Alpha Test Preview
Dreamland Online Alpha Test Preview
Here comes the world’s first 3D side-scrolling, anime-style MMORPG – Dreamland Online! Alpha Testing will begin in November, and the buzz is building about this new kid on the block. Developed by IGG during the past few years, Dreamland Online includes a wide variety of unique, cute elements that are sure to wow gaming fans around the globe as they take a trip into a world of fantasies spun variously from the darkest recesses of the mind or the wildest flights of fancy. IGG will begin giving away a LIMITED amount of Alpha Test keys, so if you’re looking to pick one up, please follow us on Facebook.
8 Different and Unique Themes
From a sunshine-filled mushroom town to a dark, creepy, misty forest, or an ancient, bat-ridden castle reeking of evil, Dreamland has it all! What makes up the wonderful world of Dreamland is the stuff of fairy tales and childhood stories, all presented in an animated style. Around each bend lies another scene that will help you leave your troubles behind as you recall the daydreams – or nightmares – of your youth.
All Manners of Pets Available
Pets in Dreamland Online are quite unlike those found in most games. In addition to being able to catch just about any monster you encounter and turn it into a pet, you will have the ability to trade them, fuse them, raise them and customize them to become your ultimate pet! Since everything about Dreamland is so whimsical, just about ANY combination of pets is possible. The choices are entirely up to each player. After all, if you can have a piggy in I-Love-Mama boxers (below), there’s virtually no limit to what an imaginative pet master can come up with.

Mounts Aren’t Just for Riding
Mounts in Dreamland Online aren’t the usual humdrum saddle-up-and-travel sort you may be used to. In fact, Dreamland mounts come in many shapes and sizes, whether they’re animals, machines, or even skateboards! From dinosaurs, apes, or robots to rocket-powered pads, the perfect mount is waiting for you. Oh, and they’re not just vanity items; mounts can actually enhance a character’s capabilities through combination with their owners! Riding has never been such a blast!
Quests … with a Twist!
Like any other good MMORPG, Dreamland Online offers a myriad of quests for players as they journey across this wondrous land. With different types of quests for different scenarios in the game, from class advancement to leveling quests, Dreamland has everything you want. Originality is the name of the game, whether in the form of dialogue, specialized tasks, or out-of-this-world fun. Just be sure your funny bone is ready to be tickled, because humor is never in short supply in Dreamland Online.
Flashy Skills with Tons of Whizbang
For a side-scroller, Dreamland Online offers an amazing array of skills and effects, often accompanied by flashy, colorful, and powerful-looking visuals. From passive skills to active skills and auras, everything combines for a combat experience that’s exciting and fun.
More than Fighting
Dreamland Online features a full range of complementary systems, such as marriage, bug catching, fishing, or building a home. The developers have strived to create a world that players can relate to, even if they’re surrounded by fantastic creatures and scenery. While the game has plenty of fighting, leveling up, or even grinding for devoted MMO fans, a host of other options await both casual and hardcore players. In Dreamland, you can live your dreams and play out your fantasies!
IGG will be giving out a limited number of activation keys for the alpha test very soon! Play alongside scores of game reviewers, veteran players as the developers use your feedback to help bring Dreamland to life. For more information and the latest Dreamland Online news, check out the official website.
New Details On Dungeons in Upcoming MMORPG Legend of Edda
New Details On Dungeons in Upcoming MMORPG Legend of Edda
Leading online game publisher, GamesCampus.com, announced today details about the numerous dungeons that will be featured in the upcoming free-to-play, massively multiplayer online role playing game (MMORPG), Legend of Edda. Players can visit the game’s official website to learn more and to register to get into closed beta which starts at the end of this month.
Legend of Edda will feature numerous dungeons that will allow players to group up to take on exciting challenges and complete quests for rewards. Whether players group up or compete solo, they will tackle dungeons instanced with three different difficulties and arduous monsters, mazes, puzzles, traps and a final boss at each dungeon. With limited attempts per day, players will only have a few chances to be scored for performance in each dungeon on deaths, kills and time and the bigger the score the better the prizes!

“Adventure, challenge and reward are all very important components of Legends of Edda and that’s what these dungeons bring to the game,” said Uyen Uyen Ton Nu, head of marketing for GamesCampus. “We’re excited to introduce these dungeons to players and look forward to launching many more in the future.” Legend of Edda is a hardcore PVP MMO, with a deceivingly cute interface. The game features fast-paced intense battle featuring a lot of very powerful PVP, and large scale RVR battles.
Based on the Greek mythological conflict between the Gods of the Olympus and the Titans, Legend of Edda takes players through a dynamic storyline divided into five unique chapters based on the conflict of two opposing factions. Players will pledge their allegiance to the Olympus Gods or Titans from the beginning-prior to character creation-which will play a large role in upcoming PVP and RVR battles. Fast-paced PVP battles are the cornerstone of the game and will include intense personal battles, guild battles and player-killing (PK) where opposing factions can attack each other at any time. Additional PVP battles will include the Sacred Treasure Battle: a large scale RVR battle between followers of each god to obtain the sacred treasures and, lastly, the game features Guild vs. Guild mode, where players will battle within an enclosed battle ring.
Players interested in learning more about this MMO Developed by EYA Soft can go to the game’s official site to follow the latest updates and sign up for a closed beta key.
Open, Sesame: Nadirim Closed Beta Launches Oktober 12
Open, Sesame: Nadirim Closed Beta Launches Oktober 12
On 12 October 2010, the free-2-play MMORPG, Nadirim, will enter closed beta, which is scheduled by Digital Reality and Twisted Tribe to last up to three months. In the meantime and during the beta, Nadirim’s creators will continue to release further game assets, including character classes, mobs, maps, and game features in the Nadirim Game Guide.
During the closed beta, the Nadirim game design team will examine and test key gameplay features, including the minion system, the achievements and the ranking system. The team’s top priority is to balance the gameplay, addressing in particular the combat system and PvP.

‘Our goal is to ensure that Nadirim provides a rich and rewarding game experience to our fans, and lives up to the high expectations of our game design team,’ stated Digital Reality CEO, András Peller.
Various community and in-game events are planned for the course of the closed beta, including special community packages for milestones.
Myth Angels Online
Myth Angels Online (MAO) is the newest title of the Angels Online series developed by USERJOY. MAO has kept the original 2D cute style anime flavor of AO, and presents whole new game features, such as instance dungeon mode and pet troop, to gamers.
Based on Greek Mythology, gamers act as warriors called by the gods and goddesses to fight in the battles against evil forces. Gamers can go solo or with their friends to explore the Myth and enjoy the arcade-type excitement to wiping out monsters in the instance dungeons. Besides, gamers can raise various adorable pets to create their own pet troop, and ride on powerful robots to conquer the battles.
Mythos Europe Trailer
A first glimpse ad the upcoming fantasy MMORPG Mythos Europe.