Monthly Archives: May 2013

Rising Storm

Rising Storm is a first person shooter game based on the Pacific campaign of 1941-45. It takes place in several, famous strategic locations.

The game covers the famous island-hopping campaigns in the Pacific from 1942 to 1945 as the US Army and Marine Corps fight it out with the Imperial Japanese army and Special Naval Landing Forces. Featuring some of the most brutal fighting in the Pacific theater, players are able to experience beach assaults, jungle fighting, close quarters night fighting and more across Guadalcanal, Iwo Jima and Saipan, among other historic hot spots. The player is able to take the part of either side – American or Japanese – battling it out online in full player versus player multi-player.

Soldier Front 2 Xanthids Dev Blog

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At ease, soldiers!

 

Not all combat has to be taken seriously. While a high level of realism is one of the central pillars of Soldier Front 2’s gameplay, variety is just as important. If you want to let off some steam blasting non-human opponents, we don’t want to stop you! That’s why the Xanthids, SF2’s evil alien hordes, are featured in several modes in the game (because let’s face it, zombies are soooooo 2010).

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Xanthids give us a great opportunity to open up the style of play with various game modes. The one that we see intriguing most people is Hero mode — because it’s not every day that a shooter seamlessly incorporates MOBA gameplay. These are arguably the two most competitive genres in the online gaming space, so it’s only natural to blend them!

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One thing we really feel is unique about this mixture is the feeling of truly being in the action. The standard overhead view of a MOBA inherently creates a feeling of separation from your character and what they’re doing. Adding a first-person view really ramps up the adrenaline and makes you feel like a critical working cog in the overall machine of your army.

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While we have other modes featuring Xanthids on the way, there’s a party mode called Shatter that doesn’t always see a lot of hype, but is a perennial favorite around the office at Aeria Games. Shatter is just full-blown craziness — two teams in a tiny arena with glass floors hovering over a bed of spikes. Each player starts out with just a pistol, and there’s a mad dash for powerups in the middle. You can kill people the old-fashioned way or shoot out the floor beneath them so they fall into the spikes. It’s the perfect thing when you want a frenzied, fever-pitched battle with no breathing room until a match ends.

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We certainly hope you get the most out of SF2’s traditional modes, but everyone enjoys going out of the ordinary sometimes. We look forward to seeing you on the battlefield, wherever it may be!

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Thanks for reading, and stay tuned for more info on the game at http://soldierfront2.aeriagames.com!

OnRPG Shotgun News 5/28: GW2 Update and Infinite Crisis Reveal

By Shannon Doyle (Leliah), OnRPG News Junkie

Cyborg Joins Infinite Crisis Crew

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There has been some exciting news from Infinite Crisis today as they’ve revealed Cyborg in an all new video which you can watch below. They’ve also released all new art of Green Lantern which you can see above.

 

Last Stand at Southsun Releases Today

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Guild Wars 2 players need only wait a little longer, (or maybe not at all depending on what time you’re reading this) for the next part of the drama in Southsun Cove. And to get everyone even more excited they’ve released a gameplay highlight video. They’ll also be doing a live stream tonight on their twitch channel at 12PM PDT.

“Uncanny” Event Arrives in Silkroad Online

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Leading online game developer and publisher, Joymax, today announced its exciting new event, the “Uncanny Part 1,” for its long-running worldwide MMORPG, Silkroad Online.  Players are in for a treat when they discover a hot new item will be available alongside a groundbreaking sale!

 

A new item release for players level 1-49 will feature a mind-blowing 1,000% EXP point increase scroll now available in the Item Mall.  This exciting 1,000% increase has only appeared once before, Joymax Day, and it left players clamoring for more.  Now it’s back, and players can get it whenever they want!

 

“Uncanny Part 1” will also feature a groundbreaking sale with 80% off two cool items.  A 20% damage increase/absorption scroll, a 100% resurrection scroll and a +3 Option level enhancement scroll will all be on sale for an eye-popping 80% off!  Players should act fast before this exciting deal disappears.

Warface: CBT Impressions

By Michael Sagoe (mikedot), OnRPG Journalist

 

Crytek is planning to take their beloved Cryengine 3 technology to a place where many FPS titles would not even dare to tread: The realm of Free-to-Play social gaming. Warface is a modern war shooter that’s attempting to mix hardcore FPS action with Facebook-style social interaction.  With a balanced focus on both co-op and competitive multiplayer modes, there should be plenty here for gamers of all styles to dig up on… or is there?

My initial thought on the game from viewing some early gameplay footage was that WarFace was going to play similar to Crysis 1, except without the nanosuit. After a good amount of playtime in the closed beta, I was only partially correct on that assumption.

First time players will have a choice between several different character models before inputting their player name.

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Once selected, they’ll head off into a quick training tutorial that will get them up to speed in no time. Anyone that has ever played a modern war shooter before will know exactly what to do. However, it fails to leave out some extra details that are (sort of) unique to WarFace’s gameplay, such as the on-the-fly weapon customization option.

After completing the tutorial, I hopped right into the co-op mode, and the game asks me to pick out an item to unlock. Warface has a simple progression system where players can pick out a new weapon, new armor piece or new equipment mod to unlock in the item shop. When completing missions or multiplayer matches, players gain a small amount of EXP towards unlocking their item of course, but can switch their choice before the start of each match, just in case the player changes their mind.

I started my first mission in co-op mode as a medic, and my first objective was simple: Get from point A to point B. Of course, there were plenty of enemy soldiers in the way of each checkpoint, and all of them were pretty quick to jump on players that were eager to Rambo their way through. In Warface’s co-op, players will have to play quickly and carefully. There’s a lot of focus on team synergy and support, so playing with random people was a bit of a problem during my previous play sessions, especially with context sensitive actions that require two teammates in order to perform, such as pushing away large obstacles.

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I found myself in several situations where I could not help my teammates out because of the two-man system. For instance: one time during a defense mission, some of my teammates were camping on a catwalk in the city. The enemy soldiers had them pinned down, so they were taking a hefty amount of damage. I was playing as a medic at the time and I wanted to patch my teammates up, but to get on top of the catwalk, it required players to do the two-man assist move. I positioned myself at the spot, calling other players out to help me get up there, but no one wanted to help, and so my teammates up top ended up bleeding to death.

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Class composition in Warface’s co-op mode seems to be fairly important. Each team will always need to have at least one of every class type available, otherwise completing missions will be more difficult than they should be, AND your medic really needs to be quick on the draw, even more so than every other class, because dying is far too easy due to enemies having pinpoint accuracy with almost every shot.

After trying out the co-op mode, I switched over to Warface’s versus mode, to see if there was anything special going for it. From the server list, it had all the expected types of FPS game modes including Free-for-All, Team Deathmatch and Bomb Defuse, which is all well and good, but I was really looking for something special to try out. Instead, I wanted to try out Warface’s “Storm” game mode, to see if it was anything special. Sadly, however, this mode wasn’t anything special, either, as it was merely an “Attack and Defend” game mode with a fancier name.

Getting into it, playing Warface as a PvP game proved to be a frustration experience, because as a beginner, you’ll be getting your ass handed to you throughout most of the match. Since players aren’t bullet sponges, players will have to move and shoot carefully, but with the objective of capturing & defending bases and time-limits breathing down the player’s neck, it’s fairly difficult to play tactically.

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In other shooters like Ghost Recon Online where players can die in one or two hits, it’s not much of an issue since maps are designed to be fairly linear, but with Warface, maps have several cover points and spots to hide away or sneak through, so mindful players can easily get the drop on newbies. Not to mention that grenades are ridiculously strong with a fairly large explosion radius. I’ve gotten taken out by so many grenades during my play sessions that I ALMOST thought I was playing a game of Call of Duty 4: Modern Warface, which was also notorious for its grenade spam in multiplayer. Simply put: new players aren’t going to be enjoying themselves too much.

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One thing that surprisingly disappointed me about Warface was the game’s visuals. The anti-aliasing feature didn’t allow for specific settings (which I believe was locked at either 2x or 4x AA), the texture quality was good, but not quite as solid in comparison to Crytek’s other Cryengine 3 titles, the game’s physics were only limited to ragdoll deaths, some of the animations were a bit blocky and so on. Even though I figured the reason that Warface’s visuals barely stood up to other Cryengine 3 titles was because Crytek wanted keep the game’s download file size nice and compact, making it serviceable as a browser game. Regardless, Cryengine 3 technology is far more capable than this, and it was such a shame not being able to see the game visuals at its full potential.

After a few more play sessions, I started to take a look around for the ‘Facebook-style’ social interaction that was being promoted as part of the game. As it turns out, many social features for Warface were not available yet in the closed beta, outside of usual community features like friend lists, clans and leaderboards. Soon, however, they plan to integrate more of the upcoming G-face service into Warface such as being able to start up live streams of your play sessions for your friends, achievement feeds and even the possibility of cross device play through cloud streaming.

As it stands, Warface’s co-op gameplay seems to be the main attraction, requiring a lot of focus from teammates in order to complete missions. Co-op missions can certainly be a lot of fun, but players will need to grab some trustworthy friends before tackling them. And as for the competitive multiplayer, it’s the same old stuff we’re experienced time and time again.

Maybe once the extra social features get included, WarFace will have a lot going for it, but for now, it’s just another modern war shooter with a new coat of paint.

Everlight: There’s An “It’s All Greek To Me” Joke Here Somewhere

By John Shadle (Sephorus), OnRPG Journalist

 

Everlight is a browser-based free-to-play fantasy MMO developed by Koramgame.  It’s billed as allowing you to “plunge into the depth of Greek mythology as you hack and slash your way to discover your heritage”, which is an interesting premise for a game.  Sadly, I learned that expectations and reality are often two separate things, as Everlight is less an interesting game and more of a horribly-veiled way to try and extract money from your bank account.

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The story begins simply – or perhaps abruptly – enough.  After selecting one of four classes – Warrior, Prophet, Ranger, or Mage –  you learn that “an invader from the underworld has broken free from the rift of time to threaten the world”, and seeing as how you’re a descendant of the deity of War and Wisdom, it’s your task to put a stop to this nefarious plot.  You’re soon on your way to pick up some basic gear before stepping into the unknown – and it’s here that the first issue with Everlight, well… comes to light.  From the get-go, your quests automatically path to the next objective and will pick up key items, track down targets to fight, or find the appropriate person to talk to next.  It’s normally a handy optional feature for players who are simply stuck, but considering it’s enabled from the moment you start playing (and I’ve honestly yet to find a way to turn it off), it doesn’t do much to pull people in.  What’s worse, the localization is poor at best, and downright terrible at other times, with such phrases as “prophets are greatly intelligence” or “my poor kid is just a baby, but he already lost his dead…”.  Things like this simply litter Everlight, which makes things just that much harder to comprehend.

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Graphically, Everlight’s honestly not too shabby.  The quality of the actual art – sprites, UI, etc. – is a bit variable, but mostly good overall.  Truthfully, the animations – basic things like running or swinging a sword – were a bit smoother than I expected; while there’s still a slightly jagged quality about them, it’s not incredibly noticeable and a bit better than I’ve seen elsewhere, which was a nice change of pace.  The art style overall is a bit hit and miss, with any possible Greek influences fairly buried in a hodge-podge of themes; things like player design and some monsters look pretty good and fairly interesting overall, while other creatures – like your starting pet, sadly – look nothing short of weird.  Different strokes for different folks here, but a panda with what looks like alien eyes?  A bit on the creepy side, if you ask me.

 

Sound and music are nothing to write home about.  Basic attacks and skills feel like they connect with enough force to be painful, and the brief moments of music (I’m going to stress brief here!) do just enough to set an appropriate tone for the area you’re in.  The thing is, the audio direction and quality is almost too generic – almost like things were played a bit safe here.  I can understand the need to not risk having a game that sounds terrible, but it’s almost as damaging to have a game that sounds too much like other games.

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Everlight has a ton of systems to play with, but they seem to cater more towards offering more things to have micro-transactions for and less towards making you more powerful (although this does happen in the process!).  There’s an entire section devoted to forging and upgrading your equipment, alchemical crafting (IE: combining fragments of items to make something useful), pet and mount upgrading and training, skill improvement through usage (which, admittedly, I found kind of awesome), a reputation system to unlock special gear and improve attributes, and a star sign system which lets you intensify your connection to a constellation in order to become stronger.  There are supposedly some additional systems available, but I’ve not gotten to a point where I could utilize any of them.

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There are two main gripes with Everlight’s various improvement systems; the first is that there’s hardly a proper tutorial for any of them.  There’s all sorts of tabs and buttons unlocked when you reach a level to use them, but the game doesn’t even do a terrible job of explaining them.  In fact, Everlight kind of goes, “Look at this shiny new thing!” and runs off to leave you to tap away at things to try and piece how it works together.  The second issue is that, aside from the skill improvement system (which pretty much just requires you to murder things), everything you can play with here has its own items that you need to acquire – and are all things you earn very, very slowly unless you drop some cash in the item shop; of course, do this and you’ll be able to upgrade most of your gear, pets, constellations, etc. in record time, which pretty much is the definition of ‘selling power’. What’s worse, while some achievements give you diamo (Everlight’s cash shop currency), any earned in this way can only be spent on a very minimal selection of items and only seems to serve the purpose of getting you to open the item shop up and see what you could be getting.  It’s a pretty obvious and glaring cash grab from start to finish.

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Overall, I found Everlight to be a thoroughly disappointing title. While it had some very minor redeeming qualities in its art and sound, the localization ranged from barely passable to utterly terrible and the cash shop is nothing short of overbearing.  I’m all for the potential of browser-based gaming, and certainly don’t mind something casual for a brief moment of fun, but when it comes to Everlight, take my advice – leave yourself in the dark.