Yearly Archives: 2013

OnRPG Shotgun News 1/22: GW2, City of Steam, Defiance, and Much More!

OnRPG Shotgun News 1/22: GW2, City of Steam, Defiance, and Much More!

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

 

 

Elder Scrolls Online Beta Sign Ups

ZeniMax’s eagerly awaited Elder Scrolls MMO has finally opened beta registration. Wait! Don’t click away yet! It’s a pretty long application, so you’ll have some time to finish reading the news. There are no dates announced yet, those will come via Facebook and Twitter sometime in the future. Until then they’ve released a nearly 6 minute long cinematic trailer full of badassery and awesome. Have a look for yourself.

 

 

 

Flame and Frost Coming to Guild Wars 2

If you’ve been eagerly awaiting the January release for Guild Wars 2 your wait is nearly over. And today a teaser page has gone up for the upcoming release called Flame and Frost. January 28th will bring the start of a multi-stage story which will change Tyria forever. Guesting will also be enabled, and achievements will be getting a look at. This includes adding in new things to complete dailies to spice things up a little. Oh, and there’s a Quaggan Backpack. Quaggan likes you, coo.

 

 

R2Games to Publish English City of Steam

Mechanist has announced that it is teaming up with R2Games to bring City ofSteamto the English speaking world. This partnership comes not long after announcing another partnership for releasing City ofSteaminTurkey. Mechanist CEO and Creative Lead David Lindsay spoke on the partnership, “A partnership with R2Games gives us that extra boost needed to make City ofSteam’s great release, an amazing one. We share a vision that this game can be the very best browser-based MMO out there.”

 

 

Firefall Open Beta Weekend Coming

Red 5 has announced that Firefall will be available to the masses very soon. Open beta weekends will be starting this weekend with more planned in February and leading up to the launch of the game. To help announce it a new video was also released which you can check out for yourself in the link below.

 

 

 

Defiance Announces Pre Orders

After giving a lucky bunch a weekend in Defiance Trion has announced that Pre Orders have begun. Prices go all the way up to $149 for the Ultimate Edition which is only available at Gamestop and includes a messenger bag, one year season pass and other goodies. There are of course digital options if you’d rather not have a physical edition.

 

 

Dust 514 Enters Open Beta

Anyone with a Playstation 3 can now play Dust 514 while it’s in open beta. Dust 514 was merged with EVE just a short time ago in preparation for this upcoming beta event and the eventual launch of the free to play game. You can now download the game, but the website is down for maintenance for a short time.

Bethesda Softworks Announces Beta Signups For The Elder Scrolls Online

Bethesda Softworks Announces Beta Signups For The Elder Scrolls Online

 

Elder Scrolls Online

 

 

Bethesda Softworks® and ZeniMax® Online Studios today announced that beta signups are now open for The Elder Scrolls® Online at ElderScrollsOnline.com . Interested gamers simply have to go to the website and register for a chance to play. Selected beta registrants will be granted early access to beta test the game. They will be among the first to experience this epic world with others in one of 2013’s most highly-anticipated releases. Timing and details of the start of playtests will be provided at a later date to those who register.

 

 

“We’re really excited to get the game into players’ hands,” said Matt Firor, game director of The Elder Scrolls Online . “We receive invaluable feedback through the beta process, and that helps us ensure that the game will be one of the best online gaming experiences ever offered — one worthy of The Elder Scrolls franchise.”

 

 

The Elder Scrolls Online brings the award-winning Elder Scrolls experience online for the first time. Using ZeniMax Online’s Megaserver technology, players will join one connected world with a built in social network that lets them stay up-to-date with everything their friends are doing. Megaserver technology avoids the hassle of shard selection and makes The Elder Scrolls Online one of the most socially enabled games ever created.  Whether playing alone, or with hundreds of friends, players can develop their own style of play as they embark upon an epic quest across Tamriel.

 

Elder Scrolls Online

 

The Elder Scrolls Online has been named one of 2013’s most anticipated games by numerous outlets including IGN, The Guardian, MMORPG.com and Ten Ton Hammer, and was recently declared “the next ‘true’ great MMO” by MPOGD.com. After experiencing hands-on gameplay this Fall, MMORPG.com described the game as “a perfect sauce of awesome.”

 

 

The Elder Scrolls Online is the first Elder Scrolls title to be played online after nearly 20 years of these best-selling, award-winning fantasy role-playing games. The Elder Scrolls V: Skyrim® is the most recent chapter of the Elder Scrolls story. Skyrim, developed by Bethesda Game Studios, was released in November 2011 and enjoyed worldwide critical and commercial success. As the follow-up to the 2002 Role-Playing Game of the Year, The Elder Scrolls III: Morrowind®, and the 2006 Game of the Year, The Elder Scrolls IV: Oblivion® , Skyrim earned hundreds of ‘Game of the Year’ awards and sold over 10 million copies in the first month.

 

 

The Elder Scrolls Online is slated for release in 2013 and is being developed for the PC and the Mac by ZeniMax Online Studios. The studio is headed up by industry veteran Matt Firor who has more than 20 years of online game development experience. The Elder Scrolls Online  has not yet been rated by the ESRB.

Wildstar Wraps Up Friends and Family Beta Test Q&A

Wildstar Wraps Up Friends and Family Beta Test Q&A

 

 

Earlier this week Carbine Studios wrapped up a two part feature asking the first of Wildstar’s testers their initial impressions of the game. As this game is OnRPG and MMOHut’s Most Anticipated Game of 2013, we wanted to reshare these responses with our community to keep you guys informed on what others think that have actually tried it.

 

 

The following questions were asked by fans of Wildstar and answered by undisclosed members of the friends and family beta test.

 

 

Chris Blake: What has been the most fun so far?

 

Delving into the mystery that is Nexus. As you travel through the areas, you discover the stories behind each and every creature and artifact, learning the complex relationships between the natives and the wilds. There is just so much to see and do.

 

 

Bkmiller428: What feature causes you the most grief?

 

Double Jump is one of my favorite features as well as the one that gives me the most grief. While in combat and traveling through the world, jumping and double jumping are extremely useful and responsive. However, there are challenges that require precision jumping. Some of the jumps have to be made with the double jump feature. The issue is the lack of precision control in the jump and the landing.

 

What seems like it would actually be easier to control because you can change direction in the air, is actually difficult, at least for me, due to constantly overcompensating for the responsiveness. Tiny movements can get interpreted as a dodge; landing can have a momentum that will carry you past your intended landing pad. It is easily overcome with practice and possibly some adjustment to the feature functionality, but currently it has made me extremely frustrated in trying to complete some outstanding but difficult challenges.

 

 

Tim Slager: Have you had the experience of “I’m going to play for 30 minutes, and then go do X” and realize that 5 hours later, you said that?

 

Am I limited to 5 hours? Because I don’t know how many times my wife has kicked me asking if I am going to come down and eat. I’ll promptly respond (without taking my eyes off the screen) that I am testing and just ate breakfast; I will be down later, at which point she proceeds to inform me that it is now time for dinner. And I only sat down to test for an hour. Boy, time can fly.

 

 

Jonathan Dana: We know many things that are enjoyable. So I would ask what did you find less entertaining?

 

Personally, I find the path of Settler the least enjoyable, it just doesn’t seem to fit my play style. Just can’t seem to get into gathering resources and building stuff to augment towns and outposts. This from a hardcore crafter, who enjoys the gathering and building of things, was rather surprising to discover I didn’t enjoy it. I know others that absolutely love it and dislike my chosen path of Explorer. Looking into every nook and cranny is just not what they are into.

 

That is the beauty of the Paths: you can pick what fits you and neither choice is bad. There are no bonuses or penalties for choosing a path to go with a certain class or race. Each is an individual choice that you tailor to how you like to play.

 

 

Andreas Scholten: Do you think that the classes of WildStar have enough different mechanics to play each class with a completely different feeling?

 

Absolutely. The way the class mechanics work, and the way the abilities are used are different enough to require a learning curve when you switch classes. Even when you switch between melee and melee or ranged and ranged. It is a completely different play style requiring different moves for different situations.

 

The nice thing about the mechanics is the fact that you can change out your abilities at any time (outside of combat) as long as you own the ability. This makes how you play a Warrior completely different than the Warrior next to you. So it’s not just different between classes, you’ll also see different mechanics within the class.

 

 

Essaltap: Did you find the telegraph system easy to learn? Hard to master? Sometimes messy when fighting multiple mobs?

 

Easy is subjective. Learning how telegraphs work is easy. Knowing what will come out of the telegraph can be hard. The telegraph lets you know where you shouldn’t be standing, but not any indication as to what the mob is going to do. That comes from learning the creatures you are fighting. It can be challenging to fight a single mob with the variety of attacks they will use, which is only compounded with multiple mobs.

 

Then you add on the layer of player telegraphs that you or your teammates are using, some of which are beneficial, and thus you want to actually be in the path of the ability. Group coordination can become crucial.

 

Telegraphs in WildStar are unlike telegraphs in or tells of any other game I have played. While in some games a creature has 3 types of attacks, in WildStar, those three attacks could have 16 different telegraphs depending on how they will execute the attack. Trying to just stand in one place during a fight is a good way to end up on your back for the entire fight and dead.

 

 

ValkavGaming: If you could change one thing about the game after having played it, what would it be, and why?

 

The map interface is my number one target for change at the moment. Indicators on the map and lack of indicators can be confusing, especially when you go into an underground area and the map still shows the surface. Don’t get me wrong however, the current map functions well, I just feel that it can be improved on and needs to be improved upon. Instances should not share the same real estate as the main map for example. It just causes confusion when trying to explore the world and knowing where you have been.

 

The ability to add your own notes to the map is also a requested feature that I am hoping will get implemented in the near feature. In a world where space travel is possible, control on what and when you see things on a map should be a given.

 

 

real_lethality: Dearest friend and/or family WildStar tester: Does Nexus feel like a *place* you go to, rather than a video game you load into?

 

It does feel like a place, albeit a semi hostile one that you are trying to tame and make your home. I find it quite enjoyable to lose myself in the world of Nexus, trying to discover its many mysteries. Each area and even some subareas have its own ecology that makes it stand out. As you travel through the world, you experience the change, not just view it.

 

 

Mohammed C. Wright: While leveling, do you find yourself rushing through the game ignoring the story and content? Or do you find yourself invested in a world created for you as you level?

 

The story and environment are very engaging, it’s very difficult to rush through anything when you are so connected with the world around you. While you can ignore content and proceed through the zones, I would feel like I missed out on something if I did.

 

 

Liquidgamez: Which race & class is your favourite one at this time?

 

My favorite race at the moment is the <REDACTED>, I love how they move. What impresses me the most is how they swim, I could just swim around for hours.

 

My favorite class at the moment is the <REDACTED>. The extremely mobile melee fighting style is just so engaging, and the stealth it has is an added bonus.

 

 

KurikLein: Has WildStar exceeded your expectations and would you recommend it to other MMO players?

 

Absolutely. While not all of my expectations have been met YET, I was pleasantly surprised by just how far past some of my expectations they have gone. That is the thing with expectations, they are based on what you think is the right way things should be done. Then when you see the way they are doing them, you realize they are onto something way better they you had even imagined.

 

 

mathieu_lessard: Do you feel like you have control of your character during combat? What are things you would like to see done with combat?

 

Combat is very dynamic with a lot of movement. Controlling that movement is very easy to manage while fighting.

 

Free-form targeting is a great way to fight and works very well; however there is still room for improvement in some of the abilities that can’t be used without a defined target. The flow between the free form abilities and the targeted abilities is my main concern with combat at this time.

 

 

siegaplays: Does the path content have a significant effect on your playstyle in the current state of the game?

 

The paths are a very unique feature that define your playstyle while not impeding you in progression. You have a path that you can do while doing other things or focus on it as you see fit.

 

What is nice about the paths is the interaction that occurs in a group setting. Everyone can participate (to a point) in completing a path objective, thus getting exposure to the other paths. While not grouped, you may not even be aware that there is a path objective nearby for another path, so it really adds a dynamic level to the areas you travel through when you group up with other players.

 

 

StarWarsDaddy: What separates WildStar from other MMO offerings? Mechanics? Content? Overall gameplay?

 

WildStar has broken the mold on race/class stat stove-piping. What I mean is that every Warrior will not necessarily be hunting the same piece of gear, it depends on the abilities you want to use, what role you want to fill and how you have allocated your stat points.

 

Almost every ability available to your class will have two stats that affect it. So the more points you have in that stat, the more effective that particular ability is when used and thus the more you want on your gear. While Strength and Technology may be the main stat most warriors take, some may wish to buff Magic-dependent abilities and use them instead, as an example.

 

 

Diane Berry: Are you seeing signs in the form of tweaks to gameplay and systems that the development team is listening to your feedback?

 

With as much feedback as I give, a little hard for them not to listen. But in all seriousness, I know they read what every tester says and respond with at least an acknowledgement that it is in review, if not already in work for the next build. I have never been in a testing program with so much interaction between the testers and the devs. The level of communication is unprecedented.

 

The first time a dev just showed up in game to see how things were going and then joined me for a few missions, I almost had a heart attack.  Notice I said first, because it happens often. We even schedule events where the devs come out in force and play with the testers. Then take all our feedback and observations from the event.

Warframe CBT Impressions – Space Ninja Madness

Warframe CBT Impressions – Space Ninja Madness

By Michael Sagoe (mikedot), OnRPG Journalist

 

 

A unique F2P title is coming at us this year, and it’s being brought by some long running pros in the industry. Digital Extremes, developers behind the original “Unreal” series is now working on a new third person shooter called ‘Warframe’. In this game, you play as ancient galaxy warriors called Tenno, which have been re-awaked to take down several different factions that have been wreaking havoc all over our solar system. With katanas and alien firearms, you’ll invade several enemy ships and complete several different objectives as quickly and/or as silently as possible.

 

 

In simpler terms: You’re a freaking space ninja and will do whatever a space ninja can to save the day.

 

 

Now the reason that I say Warframe is a unique F2P title is because the game is completely based on a single-player/co-op PvE experience. There is no competitive multiplayer whatsoever (or at least not at the moment).  Right off the bat, this begs me to ask: “How would the item shop be structured? They couldn’t possibly get away with selling power in a PvE focused game… Will the gameplay be satisfying enough to keep players coming back for more?  Will they be able to deliver enough diverse content for a long lasting experience? “

 

 

While pondering these questions and loading the client up for the first time, the intro screen instantly grabbed my attention by showing off a warframe just sitting behind the log-in window. The log-in screen will always show off the previous warframe that each player used, giving everyone’s login-screen some personalization.

 

 

Once logged in for the first time, the tutorial starts up in a bright and white room, and with an Excalibur warframe at the ready. The Excalibur warframe is perfect for beginners thanks to its active skills including slash dashes and super jumps as well as its stats offering balanced levels of speed and armor. As the training begins, a mysterious lady named Lotus chimes in, explaining your purpose as a Tenno and how to use your warframe properly.

 

 

Learning the controls was fairly standard: WASD for movement, Spacebar to jump/climb, left mouse button to shoot, right mouse button for accurate aiming, etc. Two things that took me a bit of getting used to, however: how melee combat and active skills worked. Your melee weapon is fixed to the E key by default, and can be used at any given time. You can perform various attacks like basic standing slashes, charge attacks and more.  There seemed to be a delay when performing slashes, as well as a strange hit detection when attacking enemies, so I had to take a few minutes to adjust.

 

 

I also had to adjust to how active skills worked in battle, which is all set on keys 1 through 4. It wasn’t a huge issue for the easy to land skills like Excalibur’s slash dashes. But skills requiring aiming like Loki’s decoy are quite a challenge to pull off in the middle of a heated firefight, at least with the default control scheme offered.

 

 

After completing the tutorial, I was given the choice to continue on using Excalibur or select one of two additional Warframes: Loki and Rhino. I decided to go with Loki as my first warframe, since I felt its array of skills for deception and distraction could prove useful in chaotic situations.  I jumped into my first mission solo. The objective: Destroy a ship’s reactor core.

 

 

When moving throughout the ship, Lotus chimes in saying that none of the ship’s scanners have spotted me, which seemed to imply that players can get through the mission without being seen or without tripping off an alarm to alert more enemies. I tried doing this during the first couple of solo missions, but there was always one foot solider that gets away, triggering the alarm with a nearby control panel. I suppose it is possible to get through an entire mission without the alarms being tripped, but it sure seems hard to pull off.

 

 

As I expected: Loki’s skills were really handy in tight situations, even with its earlier skills such as a decoy that places a hologram wherever the mouse cursor is pointed. It lasts for well around six seconds and draws fire from all nearby enemies, allowing me to re-position myself to get the drop on enemies a lot easier. I continued on using my Loki warframe for the first couple of stages on solo mode, engaging in several different missions including collecting data nodes spread around a ship, defeating waves of enemies and rescuing VIPs.

 

 

Afterwards, I decided to check out the Arsenal and Marketplace for goodies. In the Arsenal, you can customize your Warframe and weapons with different active and passive abilities, along with unlocking mod slots for upgrades. The system uses a skill tree with different paths of upgrades to choose from, such as increased firing rate, faster reload time, critical damage and more. While initial skill trees are fairly small and straight forward, players can chose to unlock a ‘pro’ version of their Warframes and weaponry to unlock more paths. However, unlocking pro versions of equipment required platinum currency, which can only be obtained with real money.

 

Normal version

Pro version

 

It irks me a lot to see customization options and items in the Marketplace being locked behind a pay wall. Although not necessary to enjoy the game, the pricing seems a bit much for (mostly) superfluous extras.

 

 

After getting re-configured, I decided to try out the Ash warframe, which had several true ninja-like qualities to it, including shurikens and smoke screens to stun enemies. When I jumped back into the first missions in co-op mode to give my new warframe a try, I was surprised to find myself starting in a brand new location.

 

 

I was a bit puzzled at first, but then quickly realized that maps for each mission were all randomly generated to keep things from feeling stale with repeated play throughs; it’s a nice touch to be sure.

 

 

However, this nice touch starts to get dirty as I continued to play in the later missions, as the randomization of each map doesn’t do much to mix up the tile-sets or even the design of each room. After ten missions or so, I was pretty much able to recognize almost every single room, despite starting in new locations.

 

 

The game starts to mix different missions together up to this point, such as having to retrieve data nodes while protecting a VIP at the same time, but it all starts feeling repetitive. Playing with a group in co-op mode helped to keep things lively, but it also made most of the missions feel rather easy to complete.

 

 

Overall

It’s all very intriguing to see a F2P shooter title that’s completely focused on PvE content, but also very risky.  Every mission that can be tackled with good twitch skills and a good team, so it really makes me wonder whether a F2P business model will truly work out for this title in the long run.

 

 

The game has an amazing amount of potential and could easily be one of the best F2P titles of 2013. It still has a ways to go, but I have a lot of hope that things will get better with time.

Broken Realm

Broken Realm continues the story of Crystal Saga: Origins. Using realistic graphics in a 2.5D engine, players can fight their way up in the ranks of the king’s army – only to find perhaps things aren’t as bright as they seem. Starving peasants, escaped enemies and awakened demons have plagued the land ever since Rycroft has taken the throne. Is the king stopping such things, or causing them?

 

 

Features

 

Military Rank: As you progress, you will gain military rank, a clear way of showing how far you’ve gotten – and it comes with privileges, too.

 

Dragon’s Hoard: A daily wheel spin gives you a chance at great and rare items.

 

Daily Events: Always something fresh to do with daily events! Keep logging in for great bonuses and rewards.

 

World Boss Battles: Fight against the toughest enemies with your friends for a chance at glory.

Arcane Legends Implements 4v4 PvP

Arcane Legends Implements 4v4 PvP

 

 

Fans of the ever popular Arcane Legends can rejoice that Spacetime Studios has launched an update enabling a new PvP mode to quench their thirst for blood. Now players of this mobile app MMORPG can engage in 4v4 capture the flag arena battles. This is of course in addition to the already implemented PvP achievements, titles, and leaderboards. Spacetime Studios has also hinted that this is only the beginning with more maps, battle modes, PvE content, and gear sets in development.

Wizardry Online Reveals New Launch Content

Wizardry Online Reveals New Launch Content

 

In anticipation of the January 30 launch of Wizardry Online, Sony Online Entertainment has released exclusive footage and screens from the game’s latest dungeon — the Underground Dragoon Ruins. Even the most seasoned adventurer will need to be on guard as players are introduced to this high-level dungeon filled with the dangerous traps of the lost Dragoons. These new screenshots and video showcase the dungeon’s bosses, traps and monsters for players who successfully completed their earlier challenges.

 

 

Underground Dragoon Ruins Lore

 

Deep below the Old Sewers, a way has been opened to an ancient site used by the Dragoons. The survey team has found the ruins to be filled with monsters and have called for assistance from the Adventurers’ Guild. Fight your way deep into the facility to find the answers behind these beasts’ appearance and what the ruins were to the Dragoons. Beware, as always, traps set to guard secrets and the source of the corruption causing these fiends to spring forth.

 

 

The Underground Dragoon Ruins will be unlocked for Wizardry Online players at launch.

DragonÂ’s Prophet EU gets an Early Start with Family and Friends Beta Tests

Dragon’s Prophet EU gets an Early Start with Family and Friends Beta Tests

 

 

Huge news for our EU readerbase as news of Infernum pushing Dragon’s Prophet into Family and Friends beta testing arrived this week. This lucky select few will be among the first in the world to test out Runewaker’s epic world of Auratia, its extensive features, content and legendary dragons. As this game has yet to launch anywhere in the world this is huge news for the continent that seems to always get MMORPG titles last.

 

 

For those not in the know, Dragon’s Prophet is the new Online Role-Playing Game which features all virtues of a classic MMORPG and “evolutionizes” them. Players will experience immense dragon features and an epic story in a modern fantasy world featuring next-gen elements like action-based combat, deep character development and an extensive cross-server Frontier PvP system. Dragon’s Prophet is being developed by Runewaker Entertainment who are known for their successful blockbuster MMO Runes of Magic. For more info check out our shout-out for Dragon’s Prophet in our Most Anticipated Games of 2013 in which we awarded the game our 3rd place position!