Monthly Archives: January 2013

Akaneiro: Demon Hunters Interview – A Unique Take On ARPGs

Akaneiro: Demon Hunters Interview – A Unique Take On ARPGs

Questions by Jordan Hall (ApocaRUFF), OnRPG Journalist

Answers by American McGee, CEO Spicy Horse Games

 

 

Akaneiro: Demon Hunters is an up-and-coming A-RPG with themes and influences from Japanese mythology, set during a time when Japanese and Western culture clashed. It has a very unique art style to go with the exciting gameplay. The game looks to be a completely original experience, the likes of which we have yet to see. Today, I have the pleasure of interviewing American McGee, CEO of China-based Spicy Horse Games, who are the developers of the game. But first if you like what you see here be sure to check out their Kickstarter Campaign as only a few days remain! They are also greenlit for Steam.

 

 

OnRPG: Hello and thank you for taking the time to answer our questions! First, may I ask you to introduce yourself to our readers?

 

American: My name is American McGee and I’m the CEO and founder of Spicy Horse Games in Shanghai. I’m here today talking about our new online ARPG, “Akaneiro: Demon Hunters.” Spicy Horse is one of the largest indie developers in China and is made up of developers from around the region and the world. We’ve been making games for PC, console and mobile for 6+ years now. At the start of 2011 we shifted away from console/retail games to online, F2P games. Our hope is to bring really high quality games to the F2P space while ensuring fairness and avoiding “pay to win.”

 

 

While I’m happy to be here representing our development studio, I’d like to remind readers that there’s an entire, awesome team behind all the games we release. Akaneiro was brought to life under the guidance and direction of Creative Director Ben Kerslake and his design partner Matt Razzano. They worked with a team of 20+ other developers in our studio since the start of 2011 to deliver Akaneiro.

 

 

OnRPG: Can you give us a general overview of the game?

 

American: Akaneiro is an online ARPG set in the Japan of 100 years ago. We’re delivering it via web and client-download to Windows and Mac with a Kickstarter campaign aimed at also bringing it to iOS/Android tablets and Linux. It combines many best-of-class design features from the genre and has drawn favorable comparisons to some of the more successful examples in the space, like Diablo 3 and Torchlight 2.

 

 

OnRPG: Can I ask where you guys got the inspiration for Akaneiro: Demon Hunters? I know the game is heavily influenced by Japanese myths and you mention Little Red Riding Hood, but is there anything else?

 

American: The reason we chose that particular time in Japanese history was that it was when Japan properly re-opened itself to relations and trade with western nations. This was a major culture clash, and inspired great change (not all of it positive). Since we’re introducing some western themes into an eastern setting, it seemed like an appropriate time period.

 

 

OnRPG: Can you explain the class system and tell us why you decided to go with it rather than something else?

 

American: Our class system is all about flexibility. We offer players a chance to select a specific class when they roll a new character – there being three to start with: Prowess, Fortitude and Cunning. These essentially boil down to light, medium and tank classes – each bringing a special ability focus. Once players are into the game they’ll discover there’s a lot of freedom to equip and dress their characters as they please, even when that means crossing boundaries between classes. The same is true of skills and training. Our goal is to give players the freedom and flexibility to play as they wish.

 

 

 

OnRPG: What about Akaneiro sets it apart from the other A-RPGs, such as Path of Exile or Diablo 3?

 

American: We feel there are many aspects of the game which set it apart – the setting, art and story being the most visible and obvious things on first glance. Once you get into playing the game you’ll find the experience is highly streamlined – meaning you can enjoy shorter more manageable sessions of 30 to 40 minutes. Gameplay is driven by missions, which is a slight departure from the typical ARPG genre. And we’ve built an in-game currency system with Karma where everything is linked together – from your health and abilities to unlocking new content or purchasing weapons and armor. We’ve also added a twist to the F2P model, making it possible to access ALL the content for free via grinding, giving players the option to mix grinding with a few special purchases or to simply hit a “buy it all” button and unlock all the maps along with a chunk of in-game currency so that the F2P aspect can be skipped altogether.

 

 

OnRPG: Why was the unique art-style you guys use chosen for the game? Besides the fact that it’s extremely beautiful, that is.

 

American: While the western high fantasy setting functions perfectly well for most ARPGs, we really wanted to depart from that theme. The folklore of Japan and neighboring regions is rich and inspiring, and we were also able to marry our art style to it.

 

 

Two separate bits of inspiration combined together to give us “Akaneiro” as you see it today. The first was my reading of a non-fiction book called, “The Lost Wolves of Japan.” This outlines the destruction of wolves in Japan at the hands of Western cattlemen. Wolves and other indigenous flora and fauna on Northern Japanese islands were seen as competitors for resources being used by cattle. The ranchers waged a brutal campaign of propaganda and violence against wolves until they were exterminated. This was especially stunning considering the once harmonious relationship natives to the islands maintained with wolves prior to this event. This story was my initial inspiration for “Akaneiro’s” narrative, which combines the historical context with a grim fairy-tale-like lesson in man’s balance with nature.

 

The next bit came while we were developing “Alice: Madness Returns.” That game featured an entire domain inspired by Alice’s exposure to Asian art and news. In rendering the mindscape our artists developed a number of technical and artistic techniques used to convey the appropriate tones and textures. When we began exploring ideas for a new game development, the narrative and art fit together perfectly.

[page]

 

OnRPG: The game is playable right now, yet you have a Kickstarter going. Why do you need further funding if the game is already in open beta (soon to be released)?

 

American: Our Kickstarter campaign is meant to help us accelerate development of a couple of key aspects of the game – like porting it to Linux, adding co-op multiplayer and adding support for iOS and Android tablets. These are all things we originally planned to do with the game, but because of limited resources and time will have to delay unless the Kickstarter is successful. The team will still be here, but they’ll have to shift to new developments, then return to Akaneiro later in 2013. With the funding we can keep them on Akaneiro development until these new features are added and see those things brought in without delay.

 

 

OnRPG: Will we still get the features mentioned on the Kickstater even if you do not reach your funding goal?

 

American: They will eventually appear, but it’s hard to say how long it might take before the full team is able to return and provide focused development towards those goals. We’ll have to carefully juggle new feature development with content updates and ongoing improvements. With the backing we can do all of this stuff simultaneously.

 

 

OnRPG: So is the game going to be truly free-to-play?

 

American: Yep! We’ve implemented what we think is a pretty fair and balanced presentation of the F2P mechanic – which we hope will appeal to fans of the model and those who just want to “buy it all” and get on with playing. That means you can access 100% of the game content for free, simply by grinding and earning Karma. We’ve tried to keep the grinding requirements reasonable – and so far the players seem pretty happy with that path. Beyond that, you do have an option to purchase Karma in varying amounts – and apply that towards things like armor, weapons, skill training and area unlocks. But keep in mind that purchasing Karma doesn’t give you instant access to everything in the game – you still have to progress in level in order to get to later stages or higher quality weapons and items. This is how we avoid “pay to win.” Lastly, we’ve provided an option where players can simply press a single button and “buy it all.” This will unlock maps, drop a bunch of Karma in your pocket and let you play through the content without worrying about grinding or how to balance your Karma spending (again, you need to level-up in order to progress).

 

 

OnRPG: The game is already available on browsers and client download. Are there any plans to release it on other platforms?

 

American: Of course! Additional platforms are listed as some of the main goals for the Kickstarter campaign. Check it out here: http://www.kickstarter.com/projects/spicyhorse/akaneiro-demon-hunters

 

In addition to the previously mentioned platforms we’re also eyeing a launch on Ouya. The campaign is helping us to judge demand for various platforms. And backer support will allow us to keep the team focused on those goals.

 

 

OnRPG: Can you tell us a bit about the technologies used to allow for such smooth browser-based gameplay?

 

American: We use the Unity3D engine for all of our development these days. It’s been married to in-house tech for client-server delivery of our games across many different platforms and devices. To date, we’ve released three new games using this tech since 2011 and we plan to release many more into the future.

 

 

OnRPG: I see that you guys have a comic coming out. How did that come about?

 

American: Dark Horse is releasing a series of comics based on Akaneiro. We’ve been working with them for some time now – going back to the last “Alice” project, where they produced a really beautiful “Art of” book for “Alice: Madness Returns.” We’re also exploring the idea of an “Art of” book for Akaneiro.

 

 

OnRPG: I’ve noticed that your company is based out of China. What’s it like being an indie game developer over there?

 

American: It’s a time of massive change in China. This translates to a lot of optimism and creative expression. It’s like when the wall fell in Berlin – suddenly a part of the city which had been repressed and hidden was opened to the forces of expression and innovation. Today, that side of the city surpasses the other in terms of renovation, art and culture.

 

If there are cons, I’ve been here too long to worry about them any longer. One of the things I learned early on here was to be flexible. It’s ridiculous to think that this country would align with my expectations or demands – any “cons” are going to be signs of my own personal resistance to something I can’t change. It’s easy to change oneself than to expect the nature of a country or culture to change for you.

 

 

OnRPG: Do you have any tid-bits of information or an announcement you can share that you haven’t yet revealed to your fans?

 

American: Um, not really. Everything can be found on the KS page or via www.angry-red.com.

 

We’ve got a really short period of time before the campaign ends and the game launches, so hurry if you want to get hands on some really cool in-game items. Once the campaign ends, those items will be gone forever!

 

 

OnRPG: Alright, thank you again for taking the time to answer these questions. Is there anything you would like to say in closing?

 

American: Nope. Thanks for giving us a chance to talk about the game and the campaign!

 

 

Akaneiro: Demon Hunters

Akaneiro: Demon Hunters is an A-RPG with themes and influences from Japanese mythology, set during a time when Japanese and Western culture clashed. It has a very unique art style to go with the exciting gameplay. The game looks to be a completely original experience, the likes of which we have yet to see.

 

Features:

 

Multiplayer and Ghosting: Plans are in development to bring this title into the realm of multiplayer. In addition you can party with an AI controlled ghost of your friends to back you up as a follower during your adventures.

 

Three Flexible Classes: Select the path of the Fortitude, Prowess, or Cunning and then deviate on your own path or master your current order in a flexible system that lets you build the character you see fit. With 3 visible armor types you can alter it’s easy to build a unique looking character with a notably unique fighting style. Have we mentioned it’s unique?

 

Unique Setting: Experience a fantastic world set when the East and West truly unified in Japan. With folklore and demons running amock, you’ll feel as if you’re been drawn into a watercolor painting from the 19th century.

 

Mission Threat System: Difficulty and rewards are balanced around a dynamic system that warns you of how much threat a region is for Yukai attack. With 8 branches of Yukai families and over 100 enemy types and specially designed boss monsters, it’ll be a long while before you learn all the tricks the demons have up their sleeves (if they even have them!).

Chrono Tales Impressions

Chrono Tales Impressions

By Jordan Hall (ApocaRUFF), OnRPG Journalist

 

 

Chrono Tales is F2P Browser-based 3D MMORPG. Brought to us by Ray Media Group Limited, it promises innovative features that will set it apart from the competition such as being fully browser-based, offering a detailed pet system and an immersive story. What truly makes it stand out is how easy it is to get in to thanks to being played on the browser. It can be as hardcore or casual as you like.

 

 

 

Character Creation and Customization

I wasn’t expecting much in the realm of character customization when I downloaded Chrono Tales, and because of that I was not disappointed. You can choose one of the five classes: Warrior, Mage, Assassin, Priest, and Scholar. I found scholar to be a lot like the tinkerer class in other MMOs. After choosing your class, you get to choose your character’s gender, select from eleven different faces and nine hair styles. I would have liked to have the ability to choose skin and hair color.

 

Scholar stood out as the most unique class. That’s why I chose it. The rest of the classes appeared to just be the same old story we get from other MMOs. While other MMOs do have Tinkerer classes, there aren’t many of them. Once in-game I got a look at the character skill tree and I’ve got to say I was not too impressed. There weren’t many skills to choose from and it was on a pretty linear path. You can pick and choose whether you want to upgrade or learn a skill, though.

 

 

Outside of skills, other customization options include a refine/upgrade/enchant system where you can change the stats of your armor and weapons. You can also choose from different pets that are available to use as companions in combat or mounts. Improving your pets is also possible. Furthermore there’s an astrology system which can give you some bonuses. Despite Chrono Tales initially feeling like it offers a lot of options, you’ll quickly realize the beginning of the game to be painfully linear. The path to level 20 was just a grind.

 

 

The World

Thankfully the grind is alleviated by the world of Chrono Tales being a pretty interesting place. The game starts off with you being thrown two years in to the past to stop a great evil. Along your journey you will come across a wonderful cast of quirky and interesting characters who are made great thanks to the game’s very cartoony art style. That mixed with the bright colors help make up for the overall low quality of the models and textures.

 

 

I did notice a few graphical bugs that are slowly being patched out of the game. The bugs that stood out the most were the occasional NPC standing with its arms awkwardly out to its sides or floating high in the air. Localization is still a work in progress.

 

Give Your Elder a Hug!

 

Automation

Just about everything is automated. I haven’t actually moved my character or fought anything manually since I got in to the game. All I have to do is click on a quest and it’ll take me exactly where I need to do, start me talking to whoever I need to, and fight anything I need to fight. It’s cool that the game isn’t tedious, but I have to think, “What’s the point?” Why am I even playing if I’m putting in such minimal input. And while I still make some choices, I can’t help but think that this game is closer to a multiplayer visual novel than an MMORPG.

 

 

Gameplay

The gameplay in Chrono Tales is pretty traditional. While there are some innovative features, most of what is in the game is no different than what you would find in many other F2P MMOs. You have the usual class line-up, common “kill/collect 15 of X” quest, and bare-bones crafting system. The system that stood out the most to me was the pet system. The thing I disliked the most is also the thing that probably saved the game – the near complete automation.

 

 

While the quest objectives are repetitive, the quests in general are pretty enjoyable thanks to a couple of key features. As I already mentioned, the game has an interesting story with some great characters that will pull you in. That added with the completely automated questing makes the game a lot less tedious than it would have been otherwise. And while I did next to no manual combat, even up in to my twenties, the monsters my character fought were quite interesting.

 

 

The combat was actually nice. The few times I decided to take over manually and partake in combat myself, I found my Scholar had some pretty neat abilities. My favorite in terms of visual appeal was Gravity Ball, which shot a big spiky ball into the air before slamming into the enemy. In terms of effectiveness, Machine Gun had a very nice DPS output and could be used frequently. Overall though, combat is hardly challenging.

 

 

You can gain pets through various means. Pets have two uses. They can be used as mounts to get around with, or to help fight in combat. Pets are not limited to which role they can fill, but sometimes they need to reach a certain level to be able to be mounted or used in combat. If you have a pet summoned while in combat, whether it is being used as a mount or to help you fight, it will gain exp along with you and level up.

 

 

There are daily quests, instances and world bosses you can do. Instances are level restricted and you only get so many instance points per day. World bosses respawn regularly, and the person who defeats them gets their name announced on the server as well as listed as the last person to kill it on the world boss page. The ability to quickly teleport to the world boss spawns is quite nice, but there is one big negative. Anyone can participate in the world boss, so you get people who are way over the level of the world boss who come to farm it.

 

 

Crafting isn’t too intense, but there are a lot of options for improving items. Socketing, embedding, upgrading, enchanting and more. I only briefly got into the item improving, but it seems pretty straight forward. You get special items which you can then use to improve your items or pets. The more you improve an item, the less chance at success it has the next time.

 

 

 

Conclusion

Chrono Tales isn’t perfect but does well for a browser RPG. The world it takes place in is wonderful, yet the game seems to encourage you to not participate in it. From the completely automated questing to the meditation system which gives you exp when you go AFK, I had to wonder what the designers were thinking. Sometimes I couldn’t help but feel that I would have more fun playing Progress Quest. The biggest redeeming factor was the fun story that made the questing interesting. Chrono Tales is off to a decent start by bringing us what would usually require a client, to our browser. I look forward to seeing how things develop in the future.

OnRPG Shotgun News 1/31: Navyfield 2, Eve, and WoW the Movie…?

OnRPG Shotgun News 1/31: Navyfield 2, Eve, and WoW the Movie…?

By Shannon Doyle (Leliah), OnRPG’s Elder Scribe

 

 

 

Duncan Jones to Direct WoW Film

Duncan Jones, best known for Moon and being the son of David Bowie is set to direct the film adaptation of Warcraft. The movie has been in development for some time now, with a projected budget of over $100 million. That will make it Jones’ highest budget film to date.

 

 

EVE FanFest 2013 Early Bird Tickets

If you’re planning on attending EVE Fanfest inIcelandthis year today is the last day to buy the early bird tickets. And to get everyone pumped for the event CCP has released a trailer showing off how much fun you’ll have while you’re there!

 

 

 

NavyField 2 Starts Public Evaluation Test

Starting today the lucky chosen will be able to enter NavyField 2 to take part in the Public Evaluation period which will last for four weeks. Those interested who have signed up on the site have a chance to be entered into the test period. Nexon will add more and more people over the test period.

Heroes of Newerth 3.0 Evolves Massive Online Battle Arena for 2013

Heroes of Newerth 3.0 Evolves Massive Online Battle Arena for 2013

 

Heroes of Newerth

 

S2 Games, developers of the free-to-play Massive Online Battle Arena (MOBA) title Heroes of Newerth, today announced that the all-new 3.0 update is now available to download on PC, Mac and Linux at www.heroesofnewerth.com. Widely considered the game of choice for connoisseurs of the MOBA genre, Heroes of Newerth is a rich and engaging universe featuring a passionate community that’s now able to contribute to the game with their own custom user-designed bots. With the theme “Newerth Evolved,” the 3.0 update makes HoN more accessible than ever.

 

New player experience is the key focus with the 3.0 update. Featuring an entirely revamped Walkthrough, first-time players will now be better prepared for battle in the world of Newerth. Players will also have access to the in-game Learnatorium, featuring a brand-new series of videos explaining the basics of gameplay as well as more advanced techniques.

 

 

“HoN is almost three years old now and we are continuing to invest and improve the game,” said Marc DeForest, CEO of S2 Games. “We consider ourselves very fortunate to have such a tremendous player base that’s helped to grow the game to where it is today. The 3.0 update is a serious step forward as we look towards a bright future in 2013.”

 

Heroes of Newerth

 

Whether you’re trying to protect the World Tree or destroy it, the 3.0 update presents the world of Newerth in a stunningly gorgeous way. Many of the game’s heroes have undergone high definition facelifts and the standard 5 versus 5 map, Forests of Caldavar, has received a complete textural overhaul. Experienced players will be glad to know that the map’s layout has not changed in any way but has received a more detailed design with dynamic new aesthetics, buildings and tower designs. The patch also introduces reworked and enhanced UI for a more seamless gameplay experience, including customizable friends list notifications, streamlined options menu, and enhanced in-game chat.

 

 

Additionally, players are now able to hone their skills against AI controlled Bots before tackling human opponents. The AI-controlled Bots will offer three levels of difficulty: easy, medium, and hard. As an added bonus, the Bots’ AI code has been open sourced, allowing players to mod them to battle against other user-created Bots.

 

 

The new and improved Referral Program encourages players to recruit new friends to the game or invite their friends to return to Newerth. The program will incentivize players with in-game rewards and other tangible prizes, such as a trip to the HoN Tour Grand Finals in Las Vegas, Nevada. Upon launching the new program, both the referral and referee will have three weeks to earn double rewards. An all-new Report-A-Player system has also been implemented, giving the community the power to clean up and police itself in a match and out, while directly impacting the behavior of negative players.

Vanguard – Saga of Heroes: The Dark Horse Turns 6

Vanguard Saga of Heroes: The Dark Horse Turns 6

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

 

 

As you may have seen on yesterday’s OnRPG Shotgun News, 1/30/12 marked the monumental 6th anniversary for SOE’s Vanguard Saga of Heroes. Why is it monumvanental you may ask? A title that carried as rocky of a launch as living through the MMO graveyard that was 2012, surviving stiff competition from hyped titles like Diablo III, Guild Wars 2, and TERA is something quite a few older MMORPGs weren’t able to say come the New Year. After reading a scathing review from OnRPG’s local GW2 expert in November I decided to accept a press tour invite to see for myself just what is going on that not only is keeping this game alive after 6 years, but has suddenly prompted an increase in the playerbase in the US.

 

 

First Impressions Are Everything

Now back at the time of launch I was a poor college student cooking pizzas at the brick oven at UC Riverside. I couldn’t even afford the quarterly parking fee so playing a B2P game like Vanguard was never even a consideration. For those in the know the Vanguard launch came and went with various issues plaguing the game that badly hurt the retention of the initial playerbase and the game disappeared into the annals of MMORPG history.

 

 

As I first logged into the game it occurred to me that I am painfully oblivious to titles that launched during 2007 and so I jumped into the character creation screen to get a feel for what Vanguard is all about. Boy was I in for a surprise when I came across that race/class selection screen. I stared in disbelief at 19 races (each with male and female variants) as well as 15 classes (non-race specific) ready for the choosing. Now granted the graphics in Vanguard aren’t terribly detailed so this amount of selection is still reasonable but when I looked further into the game and saw each race carried unique stat bonuses and skills my first impression left me spellbound. Combined with the detailed customization I felt as if I was preparing my Elder Scrolls Oblivion character. Though I was a bit let down that some of the toggles seemed rather useless or so subtle that I couldn’t for the life of me tell the difference. But as I was called into the press tour things started to make more sense.

 

 

The Cancelled Review and Rapid Direction Change

So you might be wondering why the above mentioned review by Merry was never published on OnRPG? Well less than 2 weeks after it was completed, Vanguard made a serious decision to change up their F2P business model in a big way. It seemed Merry was not alone in her hate of their previous F2P model as they followed the outcry of the community to make a more fair system. Rather than punishing free players by denying them housing, many of the races, gold inequality and such, they decided to push their game in a direction where monthly payers received nifty bonuses and free players still had access to all the same content, housing, classes and so forth. This combined with the revamps from a while back including the Isle of Dawn newbie tutorial and merging each faction’s starting location to the best of the bunch helped to build up the community early to improve the all important first impression. Heck before I even spotted my first quest NPC upon logging into the game someone ran by waving and welcoming me into the game. As sad as it is to say, I have never experienced this in an MMORPG before.

 

 

The Community and PvE Focus

This initial incident was a sign of things to come. Normally when checking a game out I always enjoy snapping screenshots of people fighting and trolling each other in all chat for comic relief. Did not see any of it during my hour long press tour. It was just people helping people, forming groups, answering questions, giving advice. “Is this really the Internet?” I asked myself. But then I looked deeper into the features and realized the reason Merry hadn’t covered PvP in this title during her review is because there isn’t any. Despite having 3 separate factions there isn’t any combat between them. So while it’s a feature decision that might not be for me, I can see the freedom it offered the designers to only balance classes around PvE elements. The multiple diverse races and insane number of classes now made sense.

 

The closest thing to flaming I saw in this game were these birds.

 

However even in a world of PvE when it comes to content focused on raids, inequalities still rise up. The team behind Vanguard mentioned that they are deeply interested in player feedback right now as they are planning reworks of every class in the game to get them up to par with each other starting with the Druid. It seems the rise in playerbase is giving them the resources to finally start patching and updated the game as they have always wanted to so the next year should be a very interesting time in the Vanguard world.

 

Call me easy to please but I loved watching NPCs cut these trees down. Cool Beans!

 

The Features that set it Apart

As I played through I noticed a few features not often used in MMORPGs these days that I really enjoyed, perhaps simply because the designers put the effort into adding them when so many others simply don’t put the TLC into their games to do so. The first I noticed and probably the one I was most pleased with was character stats improving based on what happens to the player. If you take damage, you slowly gain resistance towards that damage. Swing a weapon? Get better at swinging that weapon. It’s not a major feature but it does break the monotony of feeling like your character isn’t advancing in the slightest degree until those major level up moments when you suddenly just become a better fight. Kind of breaks the immersion and doesn’t add any fun factor so honestly other MMORPG titles need to get on this.

 

 

The diplomacy, crafting, adventurer system also intrigued me. They take it a step further from most profession systems I’ve seen (with maybe the only exception being the eternally stuck in beta testing title Lime Odyssey). To truly master crafting or diplomacy you need to actually collect outfits with bonus stats directed towards improving traits needed in each. This has the nice effect of diplomats actually looking like diplomats and crafters looking like crafters while also offering that extra carrot for players to chase in their goal of becoming the ultimate whatever they always dreamed of being.

 

 

The diplomacy functionality is also pretty sweet. It functions like a card game (don’t ask me exactly how. I’m sure there’s more to it than a 1 hour player could figure out) in which you can earn various benefits to yourself and other players in the area depending on your choices. It adds a bit of RP immersion in as well in that you feel there are actually dynamic events occurring in your world that have impact on your character. I know I had 5 or 6 buffs on my level 1 starting character so there are certainly diplomats out there looking out for the giantesses.

 

 

The last bit of the game that left a lasting impression on me was the open freedom within the world. You never really feel like you’re fully on a theme park ride as you go through the game. The world is huge and exploration seems like a major part of enjoying yourself in Vanguard. While the game certainly isn’t for everyone, it offers enough different features that I can see a niche in the market that would absolutely love this title if they took the leap and tried it out. And with the anniversary events going on this week and the newly released City of Brass challenges waiting players at end-game, there’s never been a better time to try this game for free.

Forge of Empires Pushes Towards the Industrial Era

Forge of Empires Pushes Towards the Industrial Era

 

 

Today, InnoGames released the first graphics from Forge of Empires‘ upcoming era: the Industrial Age. A completely fresh campaign and map awaits players, set in The New World. In addition, updated architecture, more than 70 quests and Industrial Age technologies are ready to be discovered. 

 

 

Players will be able to unlock technology previously unavailable in the game at the end of the Colonial Age – such as ballistics, precision tools, and modern chemistry – all which will help as battles heat up in the newly discovered Wild West.  Back at home, the Great Buildings can be erected in cities, along with beautiful and detailed Victorian style housing for inhabitants, factories, and even a natural history museum. 

 

 

The new age will be open on all markets in the coming weeks. Players can stay updated on the status of the game in the forums, or on Facebook.

 

 

Forge of Empires is a browser-based strategy game where players, tasked with leading their own city to prosperity, can research new technologies, build impressive historical buildings and enlarge their sphere of influence through military campaigns and skillful politics.