Yearly Archives: 2013

ARMA 3 Alpha Preview

ARMA 3 Alpha Preview

By Remko Molenaar (Proxzor) OnRPG Journalist

 

 

Bohemia Interactive have been a gaming studio behind military simulations now since 1999. It all started with Operation Flashpoint that for some of you might hold some dear memories. Back in the day, that game was among the top rated person shooters and since then it always had a special mention among the greats when talking to shooting fanatics. When the ARMA series was announced, Bohemia Interactive took a major flip in their game design, aiming for realism and ousting many of their original fans that were expecting another rollercoaster action feel like Operation Flashpoint. As a result the company has mostly been flying under the radar until last year when ARMA 2 exploded thanks to its DayZ mod. But for players like me, and the core community of ARMA, the game will always be known as the game that made us more familiar with the military. With ARMA 3 lurking around the corner, and DayZ getting its own standalone, the community looking for the ultimate military simulator need only wait a bit longer to recapture the glory days of ARMA 2. Thankfully I landed a spot in the ARMA 3 alpha to preview the next iteration of the series.

 

 

This is no rollercoaster game carried by an unrealistic storyline catered towards kids with short attention spans. ARMA 3 bleeds realism without losing out on the epic clash moments you would expect in more popular shooters like Battlefield 3 and Call of Duty. Even though the game has only been in alpha testing for a little over a week, the strong community that was vital to past ARMA titles is present and larger than ever before.

 

 

Currently we only have one official map available in the game. The reason I say official is because I have already seen some of the ARMA 2 maps ported over but they don’t really function properly yet. But this takes some time to notice as you’ll just be wowed by how far the graphics have come since the previous iteration. They have been pushing this fact at various trade shows and with good reason. Unfortunately the game seems to have carried over many of the bugs and engine problems as ARMA 2, but I guess that’s to be expected at the start of alpha testing. Thankfully this alpha is bringing in plenty of testers so we can quickly address the major problems and get them fixed pre-launch.

 

 

While on the note of graphics I have to make mention of the new interface. ARMA has always been a series that felt like its developers didn’t care enough to put together a functional smooth UI. However, Bohemia seems dedicated to changing this reputation as even in this early alpha test their new UI is wonderful. Here’s hoping the DayZ standalone follows their lead as I am truly pleased with how much they have improved since ARMA 2.

 

 

But enough praise. Let’s cut to what I feel they are doing wrong. And the first complaint I have is the time period the game is set in. The story takes place in the mid-2030s during the fictional Operation Magnitude, which is a military operation launched by the NATO forces fighting in Europe against Eastern Armies led by a resurgent Iran. I mean sure, I don’t really mind what the story is, or the time period it plays out, but what actually bothers me are the weapons present. As a military simulator, I want to expect realism, and Bohemia has always been pro at delivering on this. But some of the equipment and weaponry present in the Alpha just feels like science fiction to me. Shooting underwater is a hard feature to accept as well. Anyhow, while a major turn-off, this alone isn’t enough to turn me away from the series. I just hope others feel the same and raise their voices so we can get some adjustments to these unrealistic concepts prior to launch.

 

 

One of the major redeeming factors that made me so forgiving of the faults is the new Ragdoll physics. This might seem like a standard feature for shooters in 2013 but it’s still worth pointing out that ARMA 3 got it right. Well it’s still a little buggy, but it does improve the overall experience. They have made some huge changes to the environment including underwater battlegrounds that make the world feel more alive. In ARMA 2 I felt the environments were just too grey and felt overall dead (no wonder it was prime real estate for a zombie mod). ARMA 3 in contrast has incredible texturing, with beautiful grass, trees and proper volume to the small elements that make the world feel more 3D and alive. The weather system has been overhauled and breathes even more life into your surroundings. Facing a heavy rain storm? Expect to trudge through a grey heavy atmosphere reflecting the weather from every aspect it should affect. Even the clouds have varying levels of thickness and design to make the sky realistic and reflect the coming weather. And when it’s sunny, the entire world reflects vibrant colors. You know it’s well done when you start second guessing if you’ve been to an area before simply because of a weather change.

 

 

Even though the game is only in alpha yet, and we have probably seen only ten percent of the available content, I must say that I am psyched for the full release of the game. The game is so much different than before, and on all fronts improved over ARMA 2. Most of the most jarring bugs such as randomly breaking your leg on rocks are gone, and the only truly annoying bugs that remain involve random crashes. Even though I am not a big fan of the current small map that is available in the game, I already see its full potential worked out through the different missions and mods the community is making. Currently the game is cheaper than it will be in the beta or full release of the game, and I recommend you take advantage of this while it’s still cheap. If you need your realistic military shooter fix, this game IS for you. And even if you fall into the action packed rollercoaster shooters, I’ve seen community driven deathmatch and co-op missions pop up that will even satisfy your style of play.

ARMA 3

ARMA 3 pushes realism into the shooting genre unlike anything we’ve seen before. With action in the air, underwater, and on land, you’ll be sure to get your fix of both realistic ragdoll physics and vehicular destruction. Enter a war between NATO and a unified Middle East as you fight with near futuristic weapons to dominate your foes with superior tactics.

Features

Large Open-World Battlefields: Fight in massive rugged terrain offering plenty of tactical advantages to the team with greater militaristic mindset. With bases that need defending from land, air, and sea, how will your team cope?

Customizable Attachments and Gear: The standard stock futuristic weapons not cutting it for you? Modify your weapons, add a scope, add laser targeting, and just about any other mod you can think of to improve your gameplay.

Weather: Enjoy dynamic environments that change appearance drastically with impressive rain effects, various cloud types, and sound effects to immerse you into the world.

Ragnarok 2 Coming Soon to WarpPortal

Ragnarok 2 Coming Soon to WarpPortal

 

 

Gravity Interactive, a publisher of exciting massive multiplayer online role-playing games (MMORPGs), announces to all fans of epic world of Ragnarok that your adventure starts anew this Spring! Join the WarpPortal and sign up to join in the soon-to-come Beta Test of Ragnarok 2.

 

 

In Mid-April Ragnarok 2 will enter its Beta testing, with an open invitation to players to join the through the WarpPortal. Interested players are welcome to follow Ragnarok 2 on Facebook to stay up to date with all the events and game updates while waiting for the Beta to launch in Mid-April!

 

 

“Ragnarok players the world over have awaited the coming of Ragnarok 2 for years, and soon they will find the wait was worth it!” said Jason Heimdallr Koerperich, Ragnarok 2 Producer at Gravity Interactive. “The combination of nostalgia with new story and gameplay features is a wonderful thing players will really enjoy whether or not they are familiar with the classic game!”

OnRPG Shotgun News 3/15: Neverwinter, Cabal, Path of Exile, and Cryptic Studios

OnRPG Shotgun News 3/15: Neverwinter, Cabal,  Path of Exile, and Cryptic Studios

By Shannon Doyle (Leliah), OnRPG Elder Scribe

 

 

GW2 Sale Item of the Day 3/15: Inventor’s Sunglasses.

 

 

Neverwinter Jewel of the North Trailer Released

A new trailer has been released that shows just a few of the dangers that lurk around the once magnificent city of Neverwinter. But not all dangers come from outside the city walls. Danger lurks everywhere and new heroes are needed now more than ever.

 

 

Cryptic Answers Player Questions

Last month Cryptic asked players to ask them questions on the Champions Online forum. 14 pages worth of questions later they’ve selected 30 questions and answered them. Everything is covered from bacon jerky to lockbox drop rates and the Foundry. You can see all the questions and answers for yourself on the CO website. http://co.perfectworld.com/news/?p=836501

 

 

Cabal Online: Rising Force Launches

The latest update and expansion has arrived in Cabal Online called Rising Force. It brings with it a new PvP mode, a new dungeon, a revamped skill system, and much, much more. It is available free on the Cabal Online website now.

 

 

 

Path of Exile Hits Milestone

Grinding Gear Games has proudly announced their MMORPG Path of Exile has reached 2 million registered players. This comes just a month after having launched open beta. Path of Exile is due to release in September.

Team Redbull’s Halo Team Cross-Train at Fort Riley Military Post

Team Redbull’s Halo Team Cross-Train at Fort Riley Military Post

 




 

On February 14 and 15, Red Bull eSports athletes Ian “Enable” Wyatt and Mike “Flamesword” Chaves traveled to the US Army Post in Fort Riley, Kansas, to train with the US Army’s top Halo team.

 

Both squads were able to boost various aspects of their gameplay over the course of their visit. Ian and Mike got to experience combat simulations to apply to their Halo gameplay, and the Army team received performance training and nutritional info from Lesli Shooter of the Red Bull High Performance team, and engaged in a few scrimmage matches against Ian and Mike’s squad.

 

The weekend wrapped up with a best-of-seven Halo 4 tournament in Fort Riley’s Warrior Zone, a first-of-its-kind electronics entertainment center on base.

Gloria Victis Pre-Kickstarter Interview

Gloria Victis Pre-Kickstarter Interview

Questions by Darren Henderson (DizzyPW), OnRPG Editor-in-Chief
Answers by Liting Zhu, PR Manager and Marketing Director – Black Eye Games

 

 

Hey guys this is DizzyPW here with an interview on yet another promising upcoming Kickstarter campaign. Gloria Victis brings back the classic setting of medieval Europe with the notion that magic is just a myth whispered in legends and glowing armor is a silly notion you would read about in children’s books. But there is plenty of mystery to this game still with only limited alpha footage on the market so we got a chance to speak to Liting Zhu of Black Eye Games to learn more.

 

 

OnRPG: Hello! Can you introduce yourself and tell us about your position at Black Eye Games?

Hello OnRPG it is a pleasure to be here, my official titles are Public Relations Manager and Marketing Director, but my roles are quite diverse and also branch into lore, game mechanics, and concept design as well as community management involving maintaining strong communications with our fans and taking in propositions and opinions on the development of the game. Firstly I would like to apologize in advance to the readers for the long answers but they are a necessity as everything required explanation as we are breaking new earth with Gloria Victis.

 

 

OnRPG: With most of the industry leaning towards Korean developers and flashy armor, what inspired you to turn the tides with Gloria Victis’ more basic realistic art style?

Gloria Victis was developed in the spirit of realism and passion. We ourselves are gamers and I think we can speak for all gamers when we say that we are fed up with the current flood of low-quality games with recycled textures, storylines and generic quests. Gloria Victis seeks to break the paradigm and develop a game with realistic graphics and more realistic gameplay. The textures and artwork are labours of love, mostly done by hand with no corners cut, which is also true for the rest of the game as we are true aficionados of the medieval period and are truly passionate in the development of our project. So, if we were to follow the industry direction of using Korean styled graphics it truly would be selling a part of our souls, something we would rather not do.

 

 

OnRPG: On that note I’ve read you plan to create a rather open world for creativity, customization, and roleplaying. How do you intend to balance the classless system and what are some of the options you plan to offer players that might impact and differentiate their characters?

Yes it is true that we intend on creating quite an open world with open character development and we have addressed the need for differentiation between players in such an environment. Firstly it’s the most obvious feature of customization of physical appearances; the player is able to customize in great depth how their characters will look when the game is at the final stage of development on top of the base racial features and options pertaining to a specific race in the game. Players from different races would look distinctly different from each other.

 

Furthermore, different forms of armour are actually all viable options. There is no specific piece of armour that is “the best.” Players would have different choices in armours they wish to wear depending on their playing style; for example players who are confident of their abilities in combat would opt for lighter or even leather armour to give them extra mobility and stamina over their foes. Shields and Surcoats will also be emblazoned with the player’s coat of arms to further diversify player appearance. In terms of playing style, Gloria Victis also offers a complex NPC reputation system to offer players an option on how they wish to play the game, whether it be from the angle of a scoundrel or an honourable knight.

 

 

OnRPG: What effects will nation choice have on your character customization? Do you choose your nation before or after character creation?

Players would choose their faction during playing creation but defections in game could be a possible option we can implement. Factions have a huge impact and influence on player gameplay. Firstly the heavy non-linear content would vary greatly depending on faction. Playing styles due to the weather associated with the region in which the faction is located would also play a part in equipment choice. Each faction will have specific spectrums of physical appearance that the player can customize so players from one faction would look physically different from one from another whilst still maintaining enough freedom to give themselves a unique look. Factions also have race specific equipment sometimes but mostly this is just focused on the aesthetics of the equipment such as the Northern Tribes’ fur trim armor.

 

 

OnRPG: And in terms of crafting, if the armor doesn’t shine how do you intend to visually differentiate well refined armor from the standard?

In Gloria Victis, it isn’t really differentiating good armour from the standard, but differentiating bad armour from the standard. Graphically speaking for example armours that are not of the best standard would have perhaps cracks, dents or rust in certain places. Weapons could be slightly warped, have chips or rust whereas a sword of masterwork standard would have a perfectly straight blade. It’s not really a matter of how to show an armour is better in terms of sparkles and shine like in current MMORPGs but to show a piece of equipment’s quality by the lack of defects which we feel to be a more realistic portrayal of equipment.

 

OnRPG: Wow not at all the answer I was expecting. Good stuff! But moving on I’m a sucker for non-target based action combat. And better yet I rarely see two MMORPGs with this system in a way that it just feels like a copy of another. How does your combat system play out?

In combat, players will be able to control every aspect of their attack. Players will be able to choose how they are to attack whether it be a slash, stab or smash. They are able to choose which direction to attack and when to attack. They can hold their sword in the air preparing for the blow and strike their opponent when their guard is down. The same mechanics also apply to parrying, blocking and dodging so a player’s skill plays a crucial part in determining the outcome of a fight.

 

Furthermore, there is a stamina counter in fights as swinging a 5 pound sword around is quite a tiring affair and it is unrealistic that the player should be able to be constantly slashing and stabbing away at their enemies. Different equipment also affects how battles play out. In Gloria Victis as mentioned earlier there is no specific piece of equipment that trumps all other forms of equipment. Heavy Plate Armour for instance would offer the player more protection but the player would experience greater stamina drain and slower reaction speeds, so it is quite a viable tactic for a lightly armoured opponent to outwit the one wearing heavier equips, but of course it offers very different play styles which would depend on the player. For both mounted and unmounted combat, speed would be a calculator in damage so when two shield walls clash at full speed there certainly will be a deafening crunch. On horse the bonuses of speed would be far more obvious as momentum and speed would play a far larger part in calculations. There are several other factors such as terrain and weather that would affect how combat plays out but to explain them one by one would take too long. Gloria Victis aims to create a combat system as diverse and dynamic as possible.

 

 

OnRPG: Sounds like you guys have a pretty unique physics engine powering Gloria Victis. On that note I noticed a rather random video of the Black Eye Games team going out and bashing each other with swords and hammering steel on an anvil. Is the game utilizing any type of motion capture techniques for the animation or was that just to give the animators a guide?

Sadly we are true indie developers with no funding at all we do not have motion capture technology. That video was more to do with a little bit of stress relief and fun for our team but with also the intention of experiencing the truer elements of combat, coders experiencing in person just how consuming fighting in full plate armour was in order to code a realistic stamina system. We also received an unexpected easter egg in this exercise which was the knowledge of how unreliable medieval weapons can be (Having a sword shatter in behind the scenes video) and therefore equipment being damaged beyond use (but not beyond repair) is not an impossibility.

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OnRPG: To say magic is non-existent in Gloria Victis wouldn’t be quite right. What kind of powers do you intend to allow and how do you intend to keep this magic so exclusive to a select few?

Magic will exist in Gloria Victis, but in a very low quantity and is more of an elite art than common knowledge. The wealthy in medieval times would often foray into the field of Alchemy and as a result accidently discovered Chemistry. In Gloria Victis one form of magic that would be available would be something similar to alchemy. Another aspect of magic would be in the form of the spiritual beliefs during Medieval Europe in the form of auras. For example medieval people often believed that doing a particular rite or practicing a particular custom would offer benefits such as longevity, health or luck. These “beliefs” would take the form of cult beliefs, and to be able to be initiated into the mysteries of a particular cult, the player must have built over a period of time good relations with them for them to willingly divulge their secrets. The benefits would be “auras” that reflect the benefits believed to be associated with performing those particular rites, in this sense there are also negative auras in the form of curses. So in a nutshell, magic is not non-existent but more of an elite privilege based on belief and pseudo-scientific discoveries.

 

 

OnRPG: So how does the game play out? Do you collect quests in the hubtown and go? Do you just run around fighting people? Lay out some of the gameplay options for us.

The player has a great choice in deciding what they wish to be. For instance they can purely choose to be a craftsman whilst still receiving experience points. They could choose to be a hunter, only killing animals and making a living off the bounties of the forest. Questing at the start would be advised but they will not be generic quests but role-playing and will allow the player to start their integration into the NPC community which is heavily important for the non-linear content available. Deciding who to fight is also part of the gameplay choices. Do you wish to be a scourge to a kingdom by plundering their caravans or earn the respect of the merchants by hunting brigands? Who you can become is very diverse in Gloria Victis and each decision you make affects the complex reputation calculator, providing corresponding variations in quest options.

 

 

OnRPG: What elements of local customs and lore in Poland can the dev team draw upon to differentiate its tale from other games?

As we have stated, Gloria Victis is a low fantasy game where most mobs will be either animals or humanoid, however like magic, fantasy also exists in low amounts in the game. Instead of putting features such as tentacles, lion’s head, oxen body into a hat and drawing out features until an abomination that can be made typical of how bestiary in current MMORPGs are designed, the fantasy based mobs in Gloria Victis will all have a story behind them, a slavic folk tale or slavic myth and their behaviour in game will reflect the details in these folk tales. For example certain folklore based mobs will only come out during night-time. You will not see silly jumping mushrooms or a half lion half fish mob in Gloria Victis. Things that exist in Slavic Folktales such as Giants and Daemons (A small goblin like creature known for stealing children) are examples of the low fantasy content based on Slavic Folklore that will be in the game.

 

 

OnRPG: Well I can certainly rest easier not having to worry about wild fish lions on the loose. While we’re talking bestiary let me ask about your interesting pet system. Will it be in the benefit of most players to train a pet or is it more of a time intensive system that requires more advanced skill acquisition to benefit only those who really delve into it?

The pet system in Gloria Victis also differs from current MMORPGs. Players need not delve too heavily into it to reap the rewards but the player would be expected to expend a fair bit of effort in the basic training of their pets (as with pets in real life). Examples of pets would be dogs that could help you track and hunt, falcons that can help you hunt bird game, hawks that can help you scout and wolves that would fight alongside you.  Pets are mainly hobby based as they are in real life, but they also offer the player conveniences and more options if they do choose to invest in one.

 

 

OnRPG: I hear your Kickstarter campaign and another alpha test are coming up soon. Have anything you want to say to our viewers about the campaign?

Gloria Victis is a truly awesome game, built on passion and realism and is a true indie project unlike most game that are currently on Kickstarter that are basically big game studios pre-selling their game. We promise to launch a much more streamlined, coherent and concise Kickstarter this time and we really need funding to continue due to software costs and the need to turn our coders full-time. The Kickstarter will likely be in Early April which will be after our pre-alpha launch as our Kickstarter video will not be a game trailer that shows footage that will never be in game or just be distracting CGI, but instead be true in game footage and gameplay. As we have no marketing funding we rely on the patronage of game portals generous enough such as OnRPG to spread the word. So it would be a great help if you could support us in the next Kickstarter either by donating, spreading the word or supporting our Kickstarter reddit post.

 

 

OnRPG: What plans do you have for Gloria Victis if the funding goes well? I heard voice acting was a possibility. Any other major features?

Voice Acting is on the table but it’s more of a luxury item as we have lots of gameplay concepts and performance upgrades that would bring more direct and practical benefits on our wishlist. Things on our wishlist range from increasing overall performance and graphics, better server capacities to more specific gameplay changes developed by our concept team and player proposals that we are really keen on implementing and will take the form of stretch goals in our Kickstarter campaign. I will give a small spoiler on three of the possible stretch goals for Kickstarter for our fans here at OnRPG:

 

– Dynamic Player Driven Economy

As you already know, each faction has a different copper currency but the world shares common currencies in the form of precious metals such as silver and gold. Therefore, we could add an exchange rate in game which is calculated automatically based on caravans raided, the season and random factors that can affect trade and harvests of the kingdom. Guilds that control a region will receive their respective income in the respective copper currency of that region, so it is in their best interest to care about their nation’s economy by protecting caravans etc.

 

– Political Intrigue

Players will be able to take part in the politics of their kingdoms taking ministerial posts and likely implementing policies that can affect the faction (Will provide details in the Kickstarter).

 

– More Instances

The example I will give will be an assassination instance. Players can get together and attempt to sneak into an enemy castle or for the truly daring a capital city. Players can attempt to sneak in either separately (Spawn in different places of the city / castle) or bribe a merchant to hide them in his merchandise (Spawn together in a warehouse but higher chance of detection). Once inside, the player’s goal is to assassinate someone of importance whether it be a NPC or player holding a ministerial position and escaping safely. Players in this case could use the dynamic weather system to their advantage, seizing their chance perhaps in a dark and stormy night.

 

 

OnRPG: Thanks for your time. This interview was a breath of fresh air and I’m glad to see a few rising star titles with unique features actually having a chance to see the light of day thanks to Kickstarter. I wish you the best of luck and hope to share news in the future of a successful Kickstarter campaign!

Interview with Dragon Nest Game Developers

Interview with Dragon Nest Game Developers

 

 

Thanks for taking the time for an interview. You are the PD of Dragon Nest, what is a typical day for a PD of this kind of title?

 

In the morning, we normally have a regular meeting and check the daily player trends. After lunchtime, we monitor the project regarding the initial plan and make sure that we are on the right track. It’s an essential process to avoid any delay and keep up the quality of the project. We also discuss about the game skills and balancing issues with all staff. 

 

Dragon Nest is coming to Europe now. Do you think this challenge can be compared to the previous markets in which the game was launched?

 

This is the first time we’ve launched Dragon Nest in multiple languages since we developed the game. For us, Europe is a pretty interesting market, which has different player profiles and various needs besides language. We are looking to find a good European standard guideline. We believe this is the most important part in order to meet players’ rapidly growing expectations when managing an online game.

 

How many people are working in the Dragon Nest development team?

 

More than 150 people are supporting this project, from which 120 are game developers. We are working with more than 10 publishers over the world and keep developing new projects while maintaining the game quality at the same time. 

 

 

Which feature in Dragon Nest do you like the most?

 

We can confidently say that the Dragon Raid is one of a kind (one of the best features) in Dragon Nest. Technically speaking, you can expect one huge-scale project per year. It is a special feature because normally players are allowed to fight against only one Dragon at each range of their level. In the Dragon Raid, players can get together (maximum 8 people as one party) and hunt a special dragon. Comparing other MMORPGs such as EverQuest or Ultima Online, players can experience an action-based dungeon which is quite exclusive and that’s a remarkable feature we love.

 

 

In your opinion what will be the most challenging part of Dragon Nest for European players?

 

The strongest points of Dragon Nest can be described in two main parts: the action and the story. Concerning the story, it was not easy to adapt the original text and mood we wanted to convey. So we believe the translated story will please all players no matter where they’re from. Also we hope that European players enjoy the stunning graphics and the manga style characters, as we know that European players are more familiar with realistic graphics and characters so far.

 

 

There is a large number of MMOGs out in Europe. Could you explain to us what makes Dragon Nest so special compared to other titles?

 

Definitely the action! Considering its console-like and realistic action, Dragon Nest is the world’s No.1 action RPG. Based on its eternity 3D action engine, players will certainly enjoy the outstanding PvP features which can’t be compared to any other competition action games. This intensive PvP even attracts some players who are not that interested in Dragon Nest.

 

 

Do you have any future plans for developing European exclusive content?

 

We will stay connected to the European players for the content part, trying to meet their expectations as much as possible. For the beginners, we would like to suggest that they take their time and enjoy the extreme action at first. They will soon find themselves already immersed in Dragon Nest and its powerful action. We look forward to hearing any feedback or suggestion from players. 

 

Thank you