Monthly Archives: August 2011

PAX Day 2: The Secret World

PAX Day 2: The Secret World

By Darren Henderson, (DizzyPW), OnRPG Editor-In-Chief

 

After leaving Perfect World’s booth, Spunkify and I split up due to time constraints. He went to check out Guild Wars 2 and Star Wars: The Old Republic (so be sure to PM him on the forums demanding his articles) while I ran across to cover The Secret World. Now to this point I hadn’t felt a ton of hype for The Secret World. They have shown us some amazing CG trailers and the marketing team’s viral puzzle based awareness building methods were intriguing, but I just didn’t hear much about features that made the game stand out.

 

Their PAX presentation changed everything for me. After taking a personality test confirming my allegiance (not that I can tell strangers) I entered a private screening with 3 other journalists. Martin Harsheim Bruusgaard, Lead Designer and awesomely named guy from Oslo, Norway gave us a presentation that burned into my retinas.

 

Before I get into the details of the demo I’ll introduce the unique skill system implemented in The Secret World so the uninformed can become educated. Each character is capable of learning all of the hundreds of unique skills implemented in the game. By unique I also want to point out that I’m not talking about fireball and multi-fireball. Each skill has a combination of utility side effects, range, element, damage, and stamina cost to make it stand out from all other skills and allow players to build a hybrid character that really stands out as unique.

 

Polaris Dungeon Demo

 

In it a team of players were exploring the wreckage of the Polaris, a mysterious ghost ship thought lost at sea that suddenly washed on shore amid the appearance of the Drown, an aquatic based type of undead. This involved a really well built dungeon that felt more like exploring a haunted warzone than your typical caves and enclosed dungeon areas. After climbing over some hills and battling with the unpredictable Drown and exploding octopods, the players reached a catastrophic scene. The landscape was covered in water with shipping containers strewn everything, creating a dark and winding maze for players to traverse through. Lining the horizon was the massive Polaris vessel itself, thrown onto its side and showing telling signs that the rising Darkness was converting the ship into a base of operation.

 

 

As the players explore they eventually come face to face with a giant crab man who specializes in close range combat and can charge electricity through the water, forcing players into tight corners of the battle zone, and resulting in much tougher situations to successful dodge his pincers.

 

 

As the fight progressed, the Drown began to rise up out of the shallow water, further restricting the movement options of the team while putting the backline players in just as much danger as the frontline team. Just when I thought the battle was coming to an end, the crab man sprinted away from the battle, leaving a legion of undead in his wake for players to battle through!

 

 

The chase was on as the players sliced and blasted their way through a much more complicated maze of shipping containers. The water levels continued to rise and the undead continued to increase in number the closer to the Polaris they went. Finally they cornered the giant crab man in deep waters where containers were actually floating, forming a rough circular shape around him. All of the water was electified, so the team took to the top of the containers to do battle once again. This became an exercise in fast reaction speed and platforming as the crab man would bounce from one container to the next running his electric currents through the metal and then tearing apart any players caught stunned in the process. Everyone was forced to adjust to ranged combat techniques and jump from one floating container to the next all the while aiming their skill shots and keeping the crab man at bay.

 

 

After defeating him, the battle went from a test of reaction times to a test of knowledge. Players were directed to a metal container that was vital to discovering what happened to the Polaris. They are told in a transmission that without this information they will be unable to proceed, and that is it. It’s then up to the team to pool their knowledge to overcome this obstacle. In the case of the container, players must look around the side and discover a shipping number. They can then go onto one of The Secret World’s many wikipedia pages and search for the Polaris and this particular shipping number to discover the key code required for the container. In a day and age where MMOs are being touted as too casual friendly, seeing such an intricate puzzle play out before me was inspiring. The game kept us guessing as to what would happen next all through the instance, especially with the big tease we were left with in the mission end trailer.

 

Ranking Missions

 

I could ramble on about the greatness of the dungeon demo but luckily we will soon have a video that does that for me. One of the exclusive reveals of the press preview that really warrants mention is the Ranking Missions and use of dynamic lighting and advanced AI. One example that explains both together is an Illuminati Ranking Mission in which you are assigned to meet a local mafia boss inside a parking structure. However upon arriving all the lights in the structure are out and your friendly mafia boss is not answering his phone.

 

As you move through the parking structure you begin to see shadows running in the dark corners, illuminated only briefly by various vehicle headlights. You can then make the conscious decision of continuing to sneak through the darkness without knowing what lurks there, or placing a mining light on your forehead to reveal the shadows… as well as your location to anything nearby!

 

 

It turns out the mafia has been mutated into maniacal monsters, distorted beyond recognition and hungry for blood. When the demo driver put the light on, the monsters were immediately attracted to it and things got real. However by keeping their back to a wall at all times, it reduced the number of directions the monsters could strike at her from and helped eliminate the element of surprise that the mafia mutants could have used to end the player’s life really quickly. Also the introduction of flairs to the game added another strategic tactic of using projectile light sources to lure the AI away from main hallways so you could avoid fights altogether. It should be noted that Ranking Missions are all single player occurrence so don’t expect your buddies to be giving you moral support in these terror filled environments.

 

Besides giving the developers a means of making players wet themselves, these Ranking Missions are also crucial storyline builders to help understand the relationship and conflict between the three warring factions, Illuminati, Templar, and Dragons. This same Ranking Mission plays completely differently depending on your allied faction. As a Dragon you will be first on the scene and responsible for turning the mafia group into the monsters waiting in ambush for the Illuminati. As a Templar player you take advantage of this chaotic act and attempt to mess with the technical side of the parking structure, blocking out communication and cutting the lights to create an ideal trap to destroy the hapless Illuminati sent to investigate the scene. This is sure to not only build a bit of hatred between factions but also offer great replay value should you decide to start over as a member of a different faction.

 

PvP Battlegrounds and Control Points

 

Finally this coverage wouldn’t be complete with the unveiling of The Secret World’s territorial PvP. A world map is provided for players showcasing legendary locations around the world that exist as great sources of anima magic for the three factions. Factions in control of these resources can reap benefits and gain power quicker than those factions lacking the same source of magic. As such massive PvP zones are built, sometimes modeled after real world locations, in which players of both factions can enter large scale warfare all throughout the day.

 

The demo presented was of a holy temple in southeast Asia under the control of the Illuminati. A crack team of Dragons attempt to take back this temple but face various obstacles on the way. Since the Illuminati are in control, they receive home field advantage including control of anima wells used to create magically infused bombs, large locked walls blocking enemies from the inner courtyard, and a gigantic mechanical golum infused with technology from the third age acting as a raid boss should any enemy factions make it that far.

 

 

After I recovered from the awe of how insanely large this battleground was (the size of a typical MMO’s main hub city), I watched intently at the methods involved with capturing this fortification. The Illuminati faction is immediately warned of the Dragon invasion and sets up various lines of defense at the rim of the warzone, outside the main walls, and within the temple courtyard should the Dragon infiltrate that far. After an initial skirmish, the Dragon team managed to sneak an elite team of 5 inside of the to capture one of the anima wells. They then provide their their tankiest player the anima bomb and began an escort mission to get him in range of the outer temple walls.

 

Unlike in PvE (where players can customize their character to wear anything, even running a  tank build in a G-string and tank top), PvP forces each faction member to wear colors signifying their team alliance as well as telling clothes that represents the general build they are using. Tanky characters appear to be wearing bullet proof vests, helmets, and shoulderpads. Ranged and Magic weilders on the other hand will wear more typical street clothes or mystic outfits. Thus learning to spot uniform nuances from a distance will be vital in high end PvP matches.

 

 

It wasn’t long until the outer walls had been destroyed and the dragons had overwhelmed the inner temple. After a costly battle with the golum, they were able to infuse Dragon magic into it and claim the temple for themselves. This is when we learned that this temple was one of 4 regions related to controlling the powerful magic held in southeast Asia. For a faction to gain the benefits they must own 2 of the 4 regions and be the latest conquerer of one of the 4 zones. Now imagine each of these 4 zones containing completely different victory objectives, and contested points just like it spread all over the world map. Add in the craziness of 3 separate factions fighting non-stop for control of these points,with some instances of all 3 doing battle on the same map at the same time and you might just have a taste of what The Secret World PvP is truly about!

 

After the press preview I stayed spellbound listening to a super fan asking question after question about the game. In the end only the two of us remained in the backroom and were surprised to be invited to The Secret World’s after party. In true Secret World fashion it was held at the back of a bar at the bottom of 2 flights of stairs in a corner wine cellar, giving off the feel that this truly was a secret society meeting. When patrons exploring the bar walked past our sealed off room they would often ask what the meeting was about. After giving furtive glances, Funcom told them it was better that they didn’t get involved. You have to love this company’s marketing guys!

 

 

We were then given one of three colored mixed drinks representing our faction allegiance and the Q & A began! Though not too much extra was revealed, they did say that they are constantly scanning their forums for new folklore and legends to implement into the game. Not only that but they promised that if a player’s ideas are used to implement a new map into the game, there will definitely be cookies and shout outs implemented to recognize that player’s contributions. So hop on The Secret World forums and give them your best ideas and you too might get immortalized in The Secret World lore!

 

Also check out the full Polaris Dungeon Run Demo HERE.

PAX Day 2: Blacklight Retribution

PAX Day 2: Blacklight Retribution

By Darren Henderson (DizzyPW), OnRPG Editor-In-Chief

 

Following our Rusty Hearts game time, we were sent to speak with one of the veteran developers from the original Blacklight. Spunkify got to play Blacklight Retribution for the first time in a PvP match versus 9 other attendees at PAX while I got an indepth interview with the dev (look forward to the video!).

 

 

Spunk took to the game like a duck to water and was quickly dominating the hapless attendees unfortunate enough to get in his way. After 4 kills in a row he was marked as a priority threat and the rewards for killing him grew. The other team, still licking their wounds, was quick to take advantage of this and set an ambush to wipe him out (though he took 2 of the 3 down in the process).

 

Meanwhile I discussed customization features with the development team and realized that this game is going all-in and ensuring Blacklight Retribution is going to be one of the most customizable FPS MMOs ever made. For those familiar with the detailed character creator in Perfect World, this analogy will probably make sense to you: Take Perfect World’s detailed character designing system and place it in a near future SciFi setting. Now add in weapon customization in addition to general character looks. And now make said weapon customization actually impact the advantages and disadvantages your character plays with ingame and you are beginning to understand the epicness of Blacklight Retribution’s customization system.

 

 

Back ingame, Spunk was busy dominating the other team and was unaware of the depot system. The depot system allows characters to spend points accumulated during a match to access their prebuilt more powerful weaponry. One player in particular was able to call down the mech fighter showcased in the PAX Trailer. This mech fighter seemed nearly unstoppable as it plowed through one member of Spunk’s team after another. However Spunk found it’s weakness- heavy explosives and tight corridors.

 

Spunkify used flashy grenades to lure the mech warrior into tight corridors with a second layer of grating above. He then went about pelting the mech fighter with grenades from all sides, with constant protection to duck behind whenever the mech warrior caught sight of him. Although this method didn’t destroy the mech warrior, it frustrated him to the point that time ran out before he ever scored another kill.

 

While this cat and mouse game was going on the developer informed me that the mech suit is nearly indestructable but the VR goggles are capable of not only seeing through walls but also identifying the weak point on the suit. A few well aimed shots with powerful penetrating weaponry on this weakspot can bring down the mech suit. Also the newly introduced flame thrower weaponry can fry the user inside of the mech, ensuring balance with plenty of counter picks to bring down the suit.

 

Unfriendly Battleground for a Mech

 

Overall the game seemed much more polished than the E3 demo, with a larger range of customization options and must flashier particle effects for the various weaponry. The priority target and Team Warlord titling added to the epicness of the PvP match even further by placing a target on the MVP’s head. I can’t wait to see the first public tests of this game because it sounds like there are a ton of game modes in development to ensure players have just as many options in ways to play as they have in ways to customize their gunner.

PAX Day 2: Rusty Hearts

PAX Day 2: Rusty Hearts

By Darren Henderson (DizzyPW), OnRPG Editor-In-Chief

 

 

Day 2 of PAX began with a trip to the back corner of the convention to see Perfect World Entertainment. We were quickly whisked to the back of the booth by the lovely Christine Yeo to have a meeting with Mark Hill, the face of Rusty Hearts!

 

Rusty Hearts is now geared up and ready for Closed Beta phase 2 and the changes made between phases felt fantastic. The global hub towns are much smoother with fewer warp portals ensuring less loading time between meeting up with your friends and hopping into the dungeons. The new dungeons being showcased are also well made labyrinths filled with powerful coordinated monster groups, tricky bosses, and plenty of puzzle solving goodness.

 

We had a chance to play through the latest dungeon, Atrium, introduced in Rusty Heart’s previous developer diary video. At first it felt like there was no end to the waves of monsters I was cutting through, even with the insane damage output of Frantz. My teammate, a member of the Perfect World team, informed me that this was because there were magical foes hiding in the corners of the room offering support spells and heals to the undead melee fighters keeping us busy.

 

 

I quickly rushed to the corners to take out these healers and found that there was much more to them than simple heals. They unleashed powerful ice and lightning spells that continually knocked me back and forced me to learn to effectly block and use Frantz dodge to get into melee range with them. Even after doing this, the mages would heal themselves to prolong the battle further, which only became more difficult when the hobbling undead caught up to me and our 1 on 1 fight became a 5v1 test of survival. I found the best tactic was to grab the healer (he can’t heal while I hold onto him) and then use the mage as a projectile weapon to blow back the undead soldiers around him.

 

 

Eventually we ambled through the mansion far enough to face the Crimson Gloves boss. Trying to use the old fashioned method of rushing him before his minions could deal much damage proved ineffective. Facing him head on was dangerous and required smart positioning and tactics, both quite time consuming. Meanwhile the 4 healing mages separated in each corner of the room would heal the Crimson Gloves boss for any damage dealt. My partner, playing as Tude, used his flashy aoe skills to lead the majority of minions on a chase while I went around cutting down the healing mages one by one.

 

 

This was a race against time since my partner was under constant fire from not only the minions but also the boss and any mages he happened to move to close by in his epic chase sequence. Eventually all the healers had fallen and I was able to rush in behind the Crimson Gloves boss, and we unleashed a 2 man barrage against the behemoth. Frantz phasing dodge proved especially helpful in this battle since the boss moved slowly and was very vulnerable following his massive club swinging attack, particularly if you could quickly get behind him. We finished the dungeon badly battered with a B rating, though I still was grinning from ear to ear. It’s not often I get to play an MMO like Rusty Hearts that offers the kind of adrenaline factor you get from chaining combos together and performing well timed dodges to stay alive.

 

 

Mark Hill also mentioned a new challenge known as the Underground Training. I was too engrossed in the dungeon to fully cover this but there will be more information in our follow up video walk-through of the PAX booth.

Diablo III Countdown: Character Classes

Diablo III Countdown: Character Classes

By Remko Molenaar (Proxzor), OnRPG Journalist

 

 

From now on I will be writing a series of articles until the release of Diablo 3. I will be talking about several features in the game that are quite unique and aren’t used in many role playing games. Diablo is a known franchise made by Blizzard Entertainment and is popular because of its unique role playing hack and slash game style. Diablo 2 has been a very popular game throughout the years and still has a solid community playing it every day. Now the question is ‘What will make Diablo 3 much better than its previous title’? I will give you an introduction about the many aspects Diablo 3 has announced, and show you what might make this game one of the best role playing games ever released. The game was first confirmed on June 28 in 2008 and since then a lot of videos and screenshots have shown us some jaw dropping features that every RPG fan has been waiting for since the invention of MMOs.. In the first series I will be talking about the story and the current announced classes in Diablo 3.

 

The Story

The game takes place in Sanctuary, this is the dark fantasy world known in the Diablo series. This world was saved twenty years prior by a handful of unnamed heroes in Diablo 2. Warriors that have survived the onslaught brought by the armies of the Burning Hells have gone mad from their ordeals. It is now up to the new generation of heroes to face the forces of evil threatening the world of Sanctuary.

 

 

The Classes

Diablo 2 was known to have the following classes: The Amazon, Necromancer, Barbarian, Sorceress and Paladin. Later in the expansion the Druid and Assassin were introduced into the world of Diablo 2. There are currently five classes announced for Diablo 3 but there might be more added into the game. The current five announced classes are the:

 

Witch Doctor

The Witch Doctor is a new character reminiscent of the Diablo 2 Necromancer, but his skills are different and are more associated with the voodoo culture. The Witch Doctor has several abilities that make this class a lot of fun to play. The class is able to summon monsters, cast curses, harvest souls and hurl poisons plus explosives at his enemies. Blizzard stated the following about the Witch Doctor, “The Witch Doctor is not another version of the Necromancer.” They may incorporate the Necromancer in a future expansion if they so desire. To power spells the Witch Doctor uses mana, which regenerates slowly.

 

Video youtube: http://www.youtube.com/watch?v=MMbagdEF1tc


Barbarians

The Barbarian is an original class played in the previous Diablo games and is known for his close combat fighting style. The Barbarian is a powerful melee fighter with several powerful skills that makes sure the player is always engaged in life and death action. This class is capable of dual-wielding weapons and his combat masteries allow him to specialize in different types of weapons. The Barbarian is able to use several awesome skills and powerful strikes such as whirlwind and leaping strikes. The Barbarian uses fury as his energy resource, which is generated by attacking enemies, getting attacked by enemies and through several abilities. Fury degenerates when not in a combat state.

 

Video Youtube: http://www.youtube.com/watch?v=byy723gTSQQ


Wizard

The wizard is a changed version of the sorceress in Diablo 2. The Wizard has abilities involving casting lightning, fire and ice at their enemies, often resulting in terrible status effects. They are also able to slow time and teleport which makes this class quite versatile. The Wizard fuels his spells with Arcane Power. Arcane Power is a fast regenerating power source that will help the Wizard with his spells.

 

Video Youtube: http://www.youtube.com/watch?v=MbsODnb1VYo


Monk

When you will think about the Monk you would probably think about a healing supporting class. This is not the case in Diablo 3; the monk is a melee close combat fighter specializing in martial arts. The Monk is able to cripple foes, resist damage, deflect projectiles, and attack with a blinding speed and land explosive killing blows. It combines the Diablo 2 assassin class with the holy warrior role of the Paladin. The Monk is fueled by Spirit, which has defensive purposes and is slowly generated through attacking, though it does not degenerate which makes this a powerful melee fighter to watch out for.

 

Youtube video: http://www.youtube.com/watch?v=31VpcWV2R9E


Demon Hunter

The Demon Hunter is a class that uses crossbows as its main weapon; they are also able to throw small bombs at enemies as a means of defensive CC. Some of the skills have been revealed and among them is the arrow skill, Chain Arrow. The Demon Hunter is fueled by Discipline and Hatred. Hatred is a fast regenerating source that is used for his offensive attacks while Discipline is a slow regenerating resource used for defensive abilities.

 

Video Youtube: http://www.youtube.com/watch?v=H6_eZgxWU24

 



Currently we haven’t seen everything about every class yet. We have seen some gameplay videos but it’s clear that Blizzard has quite a few tricks still up their sleeves. Since no Diablo III release date is announced yet, I still have time to bring you updates sharing the tid bits being thrown out to appease the masses. The current list of classes however look superb and I cannot wait to try them out. Every class has its unique style of playing that makes this game a different experience with each character you play.

 

Next article I will be discussing the extensive rune concept of Diablo III and how it can completely overhaul your skills!

Starcraft 2: Journey to Diamond League Wk8

My Journey to Diamond League Week 8

By Mohammad Abubakr, OnRPG Journalist

 

 

 

If you missed any of the previous weeks in my journey to diamond league, check out the Starcraft II review section. (http://www.onrpg.com/MMO/Starcraft-II/reviews)

 

 

Week 8

Games played: 10

Initial Rank: Silver – 42

Final Rank: Silver – 38

Win/Loss: 5/5

 

 

The first game in week eight of my journey to diamond league was against a Protoss. My opponent decided to open with the four gate pressure build. This is an all-in build as players continue to warp in units and do not focus on their economy. This means that if their opponent is able to hold the attacks without taking significant damage, they are in trouble.

 

After getting cheesed and fending off all-ins all of last week, I continuously scouted my opponent. I did see four gates in his base very early on but no sign of units; there was only one zealot to block the ramp. I thought it was safe to continue droning and building up an economy but a large army took me by surprise.

 

The Protoss race has the ability to warp in units anywhere there is a pylon. My opponent simply hid a pylon on the map and continued to warp in an army at a hidden location. Since I was unprepared and only had drones, I was unable to fend off the attack. I did not have a lot of experience against proxy pylons so I was not expecting this; I’ll be sure to stop scouting only their bases and begin looking at the entire map.

 

Entire army killed in seconds!

 

The following game I tried a hatch first build against a Protoss for the very first time. I was very lucky that he was located as far as possible from my base so I was safe from early aggression. The early expansion allowed me to enhance my income very early. As the game progressed I was too far ahead with my four bases against his two. I was able to reinforce my army a lot quicker than him which resulted in his base being overrun.

 

Later that day I was put up against another Protoss. He played very passively and continued to increase his army size. He was most likely trying to max out his army and then finish the game. However, that is very hard to do on one base. He expanded very late and by that time my mutalisks were able to continuously poke his expansion, denying mining time. After realizing how far ahead I was, I simply morphed a large army and finished him.

 

My game against a Zerg did not go so well. I did my typical 14 pool 14 gas opening and then transitioned into banelings after saturating my expansion. My opponent was commanding a roach army; banelings are not very good against roaches. I thought I would be fine since I moved over to produce mutalisks as they are good against roaches. However, I made a very big mistake to clump up my mutalisks.  This was a very bad move because his army contained infestors.

 

The mutalisks were my last hope.

 

Infestors have an amazing spell called fungal growth which targets an area to snare and apply damage over time to units. Normally it takes multiple fungal growths to kill an entire army but I made a huge mistake. I clumped up my mutalisks so that one fungal growth would hit them all. After my mutalisks were dead, I was unable to fend off his roaches with just zerglings and banelings. I was forced to concede.

 

Recently I have been facing a lot of opponents that decide to construct their second base not at their natural. This allows them to give the illusion of only having one base as opponents assume they have not expanded after checking their natural expansion. This strategy does not seem very viable to me as if your hidden expansion gets scouted, you will have a difficult time defending it.

 

A Zerg player tried this strategy against me. At first I was unaware of his hidden expansion and though he was going to do a one base all-in. I continued to scout his base to allow myself to see when the attack was coming and to learn what tech paths he was taking.

 

When I saw enemy mutalisks in my base coming from an odd direction, I knew something was up. Firstly, mutalisks are quite hard to support on only one base because they take a lot of vespene gas; each base only has two gas geysers. Secondly, the mutalisks approached from an odd angle. Finally, there was no spire in his main base.

 

After I located his hidden expansion I was easily able to deny mining time by attacking both bases simultaneously. Since he did not have any creep connecting his bases as an attempt to keep it hidden, he was unable to defend.

 

The final game we will talk about this week was against a Terran. The Terran player played very passively but continued to deny scouting information. I should have known something was up but I did not react. When cloaked banshees showed up at my base I had nothing to detect them with.

 

I have no detection!


I quickly setup some evolution chambers to get out some spore crawlers but too much damage was done. If I had remembered that I could morph overlords into overseers to get detection, I would easily have been able to hold with three queens. However, I completely forgot about overseers and was forced to concede.

 

I achieved my goal of ranking higher than my initial rank. Hopefully this trend will continue and my rank will rise even higher next week.

 

If there are any suggestions or feedback about this series, please let me know on the OnRPG forums  (http://www.onrpg.com/boards/) @ Abubakr (http://www.onrpg.com/boards/member-abubakr.html). Alternatively you may message me in Starcraft II (Abubakr, 109).

PAX Day 1: TERA HQ Visit

PAX Day 1: TERA Online HQ Visit

By Darren Henderson (DizzyPW), OnRPG Editor-In-Chief

 

 

 

For those that have followed me to any degree since I took up position at OnRPG, you will know I’m a major TERA fan boy. I defend the game against haters on the forums regularly and claim it’s the next coming megahit in the MMO world. So of course my day would be incomplete without a visit to the EnMasse Studios’ Headquarters in downtown Seattle, Washington.

 

 

After arriving in our chartered town car (because EnMasse Studios is treats their fan boys with class) we immediately went to work setting up our equipment and chatting with many members of the PR team. The studios is on the 25th floor of a massive building overlooking the Washington bay with window views for just about the entire company. TERA posters and monitors displaying TERA Action Combat were covering the walls everywhere. Every employee that walked by had a look about them that shows this company is easy going but extremely dedicated to their product.

 

I had a follow up interview with Chris Hager where we discussed various character customization options and how they interrelate to the various crafting jobs in the game. He revealed that you will be able to choose weapon/armor skins when crafting items to ensure that you are stuck with a certain look just because you are crafting lvl 80 gear sets! Also he mentioned that there will be dye crafting professions who are focused on mixing and creating the best colors available for TERA’s demanding fashionistas.

 

On a more serious note, Chris teased us with the news that TERA is planning to create server versus server warfare in TERA. Although he did not go into great detail, his hints made it sound as if he wasn’t talking about instances either. He mentioned players going through portals and invading the lands of another server, forcing said server to take up arms and unite with friends and foes alike to drive the intruders out of their server and maybe even strike back against them by invading their new enemy’s server. Truly TERA plans to redefine what epic is.

 

 

When I consulted him on the PvP testing going on in alpha he said that they are set on having PvE and PvP servers, but still have much testing to do in terms of the PK timer, rewards, punishments, and overall combat balance. “Everything is on the table,” Chris laughed as he concluding his speech on alpha testing.

 

After the interview Spunkify and I joined up with 2 other media outlets to engage in a battle to protect the High Elf capital from an Argon invasion. This meant infiltrating the treacherous lair of a dark and powerful Argon Necromancer. Before the raid began we were introduced to a little lore on the Argons.

 

It seems the Argons are a biological race self enhanced with both intensely powerful technology and equally devastating magical energy. They are able to use their technology to bring back fallen heroes of their enemies as stronger soldiers serving the Argon empire. This evil empire wants nothing more than to turn the Valkyon Federation against themselves and wipe all life from the world of Arborea.

 

As we took our places, I finally got to have my hands on experience as a Lancer, TERA’s main spear and board wielding tank. At E3 I was denied this opportunity as Chris Hager filled the spot because the content was viewed as too difficult for a novice to successful handle tanking. However when Chris’ back was turned I jumped onto his PC and was on my way leading Spunkify (playing Bob the Warrior) and our merry band of journalists (archer, mage, and priest) to annihilate the Necromaner’s lair within the Chapel of Pain.

 

 

I quickly found myself clinging to life against the first wave of monsters waiting inside the front gates of the lair. Tanking in this game takes tremendous skill and my noob butt nearly got the party wiped due to my lack of agro management and proper use of stuns and shield defense. Thankfully there were a few waves of mobs to battle through, allowing me to get my skills and reactions up to par before the first major boss encounter.

 

The boss looked like a giant armored knight, similar to myself, but with 20x the HP and attack power that could easily 3 shot some of my party members. After being put in his place, the boss became enraged and began dodging our attacks and laying trails of poison that ate through our armor and HP with little delay. Thanks to my Lancer’s shield bash and chain bind skills we were able to disable him from this rampage and continue on our quest to destroy the real boss. Though his Chargin Ma Lazah Hyper Beam attack is something I won’t soon forget.

 

 

Before long we were face to face with what I can only describe as a metallic armored dog dragon. This boss’ agility was through the roof and his mix of intense physical damage combos and ranged lightning AOE attacks kept us guessing. Just when we got into a rhythm, he began lunging around the arena hunting down and pouncing on my weaker teammates. Tons of new mobs began to rise out of the ground to defend their overlord and between the legions of baddies and AOE lightning effects, catching up to regain agro of the boss became a herculean attack.

 

 

At the climax of the battle our priest ran into mana issues and I missed a clutch block that cost me my life. Our priest rushed to my aid to revive me but was knocked dizzy by the boss before he could. All hope seemed lost until Bob the Warrior went into berserk mode and then led the boss on a wild chase around the room while I was revived. After using my second wind skill to greatly replenish my health, I jumped back into action. Our team barely survived the ordeal and left the room in a daze, awed at the amazing game we had just experienced and demanding alpha access from Chris Hager.

PAX Day 1: Firefall Demo

PAX Day 1: FireFall Demo

By Darren Henderson (DizzyPW), OnRPG Editor-In-Chief

 

 

After we finished the hour long demo of Wildstar, our crew sprinted to the Red5 Studios booth for a detailed presentation of FireFall.

 

Spunkify got to get his hands on the controls and play through an intense round of PvP while being coached by the developers. The PvP in this game is very fast paced, very skill oriented, and a total blast of fun. The jetpacks really open up new venues of FPS action as players leap over trees and buildings in frantic gun battles.

 

 

All the expected elements were present including objective based modes and death matches. Even in this very early demo of Firefall, the classes seemed smooth and balanced, with a well rounded team really coming through together in a fire fight. The ability to revive a fallen comrade also made for some really dramatic shootouts in which a team would cover their ally from enemy fire while one member attempted to pick another member off the ground. Of course it ended in tragedy when a beefy player flew 40 feet above them and stomped both players into the ground on impact.

 

 

As intense as the PvP in this game was, the PvE is what really makes this game worthy of being the PAX spotlight game. There was a constant flow of information as Spunkify hurdled through the open game world. Various characters chatted with each other and with him in a small window in the top right of the screen. Mission objectives were clearly defined and rather dynamic, creating a scene just sane enough for players to not become confused, but just chaotic enough that boredom will never be an issue.

 

It came to a sudden conclusion when a small space shuttle docked above town and began an all out assault on the helpless populace. Spunk jumped into action, firing directly at the ship and fending off the endless wave of ground troops embarking from the space craft. Various points around town were labeled as defense points and the AI intelligently sought to capture and hold these points, destroying any players crazy enough to stand in their way.

 

 

In the end the town was overrun and destroyed, proving that this game’s PvE has teeth. The skill requirement and challenge of play this game seems immense, and I guarantee any hardcore MMO player seeking FPS elements will not regret playing Firefall when it is released later this year! If it sounds too good to be true than watch this Trailer and become a believer.

PAX Day 1: Wildstar Demo

PAX Day 1: Wildstar Demo

By Darren Henderson (DizzyPW), OnRPG Editor-In-Chief

 

 

 

Hey this is DizzyPW reporting in from PAX Prime in Seattle, Washington!

 

To say today was a hectic hellish day is an understatement. I was awake at 2am to drive to Los Angeles International Airport for a 6am flight. We hit the ground running and got a preview of the Lord of the Rings Online upcoming expansion (more on that tomorrow!).

 

Then after checking out the camera it was on to a private meeting with Carbine Studios discussing recently announced SciFi Fantasy MMO Wildstar. The meeting was amazing and we really got a feel for how the minds at Carbine Studios tick. We will be posting a video on the full meeting soon but for now I’ll give you the main points.

 

 

Carbine Studios is designing Wildstar to be based on layered gameplay providing a near infinite ways to experience content and be rewarded for it. They get that most MMO gamers are only interested in getting phat loot and so they design the greatest rewards around the things that are most fun. As such each individual mob gives you bonus experience for beating them with grace and style. Dodge an attack? + Exp. Interrupt a special ability? + Exp. Kill two mobs simultaneously? Double Kill and + Exp!

 

They also follow closely to the concepts being focused so heavily in Guild Wars 2, and are designing their game to allow players to play the way they want to. The path system is the ultimate example of this. They revealed to us the Settler, Scientist, Soldier and Explorer paths and here is the breakdown.

 

 

Players that are interested in building the world around them and interacting socially with their fellow players will love the Settler path. It allows you to begin events ingame that benefit all in attendance and benefit you as the settler based on how many people attend your event. They can also help construct defenses in town and other structures to really leave their mark on the world. If you’re a social butterfly that loves to make people happy, this is the path of play for you!

 

The scientist path is designed specifically for lore lovers and those who appreciate minute details. Using a custom scan bot, you can explore the world and scan anything of interest. As a result, you may find cookies and tid bits that not only reveal more of the backstory of the game, but also open up new quests and objectives for you and your friends to profit off of!

 

The soldier path exists for players who only care about action and love being the center of attention. They have the unique ability of creating public quests which make various nasty monsters spawn and reward everyone involved in fending them off. If you can’t get enough combat and want to prove your skills, you won’t find a more challenging position in this game.

 

 

If you are the kind of person that likes to try to break games by going outside the contained boundaries, you might make for a perfect explorer. Explorers get hints about special areas on a map and are rewarded with new quests, extended storyline, and exp rewards for reaching these areas. Don’t think this is an easy task by any means though as you will be forced to push through some of the toughest jump quests and naturally obstacles ingame to reach your goals. Easily frustrated players need not apply.

 

Beyond this we discussed how the world of Wildstar is made to feel alive. The dynamic example given was a small hunting village plagued by lions. The lions exist out in a field with various huntresses (friendly npcs) patrolling the area. You are given a main storyline quest to kill a few lions and, if you so choose, you can move on to the next part of the story from there. But there is oh so much more for those willing to test the waters!

 

If the huntresses see you slaying lions, you will gain bonus reputation points and can eventually be considered a hero of the town. You will also be viewed as an enemy of the lions and eventually will be forced to confront the leaders of the pack in an epic battle to the death. Should you succeed, the rewards will be ample.

 

 

But wait, that isn’t the end of the story. A scientist will be able to notice that some of the lions are mutated and acting strangely. If you scan a sample of a mutated lion you will gain knowledge that a much darker threat is present in this small hunting village. Should you choose to investigate, you will end up encountering a big ass boss monster responsible for spreading poison in the region and mutating the lions. Defeat this boss monster and a social event will become available in town with parades and rewards for the player responsible for slaying the creature.

 

But then in the field there is also a massive tree that only the bravest of men would dare to climb. As an explorer if you do so you will gain even more rewards (both tangible and just feeling special about yourself). Explore even more and you might find a hidden dungeon cave only available 4 hours a day! Or a scientist being eaten by a dinosaur that can share valuable items and quests should you rescue him in a given time limit.

 

I could go on and on but the main idea is this. Wildstar is being developed with fun in mind at all times and you would be crazy not to give this game a try when it comes out!