Monthly Archives: April 2014

Darkfall Unholy Wars Territory Control Update

Darkfall Scenery

Aventurine S.A., developer of the PvP MMORPG Darkfall Unholy Wars, announces an April patch update which contains exciting changes to the game.

Territory Control Video

In our upcoming patch, Darkfall Unholy Wars takes a massive step towards the endgame via exciting new territory-control features, as we refocus on our sandbox PvP and massive-battles heritage.

Check out the new video and find out how territory control is changing the face of the game.

Territory Control

Territory ownership taps into Darkfall Unholy Wars’ strategic and political potential and will be the driving force of massive battles to gain control over highly contested areas. These sandbox features are based on the implementation of large, complex, scalable systems we will continuously expand on. Your feedback on the territory ownership features is extremely valuable to us and we are committed to reacting swiftly to your reports to make any necessary adjustments and improvements.

Following are the update’s highlights:

Areas of Influence

Essentially, this is the basis of the whole territory control system. All control points that can be captured (holdings, villages and sea fortresses) have an area attached to them and the clan that owns the control point is considered the owner of the area of influence around it as well. On its own, this system offers a visual element to the map so that anyone can have an overview of what and how many territories are owned by which clans. Its true potential lies in the features that are tied to it.

Darkfall Fire Skull
Area Bonuses

Each area offers a set of buffs to clan members and allies of the owning clan, who operate within the area of influence. These buffs have to do with prowess generation rates, rare item drop chances from harvesting and monster-killing as well as gold generation. These buffs stack in the case of  connected areas, so expanding your territory by conquering neighboring ones will yield the best results.

Levy Collector

A form of taxation on  generated resources in a clan’s area of influence is another feature that next week’s patch brings. . Resources generated in an area will also fill up the levy collector of that area. While this is a taxation mechanic conceptually, no resources are actually deprived from the harvester or monster-killer. Instead, there is a chance for extra resources to be generated and placed in the levy collector inventory. Normal harvesting and monster-killing, as well as village requisitioning are actions that generate these extra resources at this point. While filling up, the collector cannot be interacted with by anyone.  It’s important to note here that while the Levy collector building is close to a clan holding (cities and hamlets), it does not technically belong to it. Because of this it cannot be damaged and it does not need to be built like other clan buildings. Once it is full with resources, the structure becomes available for requisitioning. The requisitioning mechanic is exactly the same as the one that is used for villages. The same rules apply and you will still need a requisitioning gauntlet as well as globules of greed. The fill progress of all levy collectors is displayed on the map for all to see but since it is player activity based, there is no timer.

Darkfall Elem vs Skirm

Feat window and feats

We have also shared images of the new feat window. Redesigning this element is part of an ongoing process of improving our GUI elements with availability of information and intuitiveness in mind. Additionally we are introducing a first round of PvE repeatable feats to serve as daily and weekly goals for players of all experience levels.

Additionally, this patch features some loot adjustments for some of our top tier monsters, new masks and various bug fixes and tweaks.

For detailed patch notes please visit the Darkfall Unholy Wars Website.

SOE Transfers Pox Nora to Desert Owl Games

Pora Noxa

Rather than closing the game, Sony Online Entertainment LLC (SOE) has found a new home for the strategy game Pox Nora with Desert Owl Games, an indie studio founded by two of the three original creators of the game. As of Saturday, March 8th, Desert Owl Games has taken over the development of Pox Nora and re-launched with a new web site.

SOE and Desert Owl Games have been working together for months preparing for the transition so that Pox Nora players can easily transfer their existing accounts over to Desert Owl Games with as little interruption as possible. SOE Pox Nora players who need to transfer their accounts should do so at this link. More information regarding the transition will be provided on Desert Owl’s forums here: http://forums.poxnora.com.

“It’s unprecedented to have a big game studio return a title to the original creators. Sony Online Entertainment could have easily gone the more common route: stopped producing content and letting Pox Nora fade away. Instead, they chose to do what is best for the players! It’s amazing, and we are so excited to continue to support such a great game,” said Art Griffith, CEO of Desert Owl Games.

“It’s always sad to say goodbye to a game, but by returning the game to its original creators, we know Pox Nora is in great hands,” said John Smedley, President, Sony Online Entertainment.

This transition is part of Sony Online Entertainment’s continued efforts to streamline its lineup and focus its resources on priority titles and franchises.

For more info, visit www.soe.com

Transformers Universe First Look

Tyler Wood (Zelus Craft), Decepticon Rights Activist

Transformers Universe Showdown

Jagex invited us to a reveal event in San Francisco, CA for their upcoming game, Transformers Universe.

Transformers Universe First Look 7

Transformers Universe is a Free to Play 3rd Person Multiplayer Online Tactical Action (MOTA) game following the Transformers-Prime timeline. For those still curious about the meaning of MOTA, it can generally be summed up as being very similar thematically to MOBAs, but they provide another axis of player movement, have more reinforcement and support elements, and Transformers Universe’s 3rd person view includes an adjustable camera.

At the event we were shown a presentation that demonstrated solo-play mechanics, the central Hub area, the Hanger, some Autobot introductions (Front-Line and Meltdown, respectively), and a recorded 4v4 player match – shoutcasted live by Jagex’s Chief Creative Officer, Alex Horton, and Brand Director, Tim Hodges.

Starting off with the solo-play elements we were shown, players will be able to choose any Transformer from their available roster to free-roam in an open environment outside of their faction’s current base. We were shown an Autobot roaming around a Colorado mountain range; it was explained that the Autobots are currently lying low in an old mountain military base, but this was subject to change as “seasons” of the game progress. The area outside of the base was large and hilly, and acted as a demonstration area to show off the maneuverability of a Transformer in primary (vehicle) mode.

The general handling of Transformers in primary mode is loose and forgiving. The camera self-corrects upward and to the back of the Transformer as it moves around, like in a typical racing game, but it can be changed at any time manually with the mouse. Alex Horton explained that they aimed to make the driving aspect feel as fast and fluid as possible without alienating inexperienced gamers.

Transformers Universe First Look 6

After some driving around in some hills we saw the Transformer, well, transform into attack (battle) mode – with classic sound effects and all – and jump into melee-ranged combat with some Terrorcons – whom are essentially serving as the game’s NPCs that are ripe for whacking about. Combat looks fast, vicious, and stompy with lots of visual effects, weighty animations, loud weapon blasts, and damage numbers popping up. As it turns out, a top-tier EU World of Warcraft Arena player helped shape the combat system, and it really shows. As far as we could tell, it was all tried and true WASD movement, mouse based primary attack and camera control, and a number-key based hotbar for abilities and skills. MOBA and ARPG players will feel right at home with the Transformers Universe HUD; minimap, healthbars, and floating damage indicators are all there and are presumably customizable, at least to some degree.

 

Afterwards the Terrorcon dropped some all-important Energon, which fans of the series will recognize as the preferred fuel source for Transformers. Energon will act as this game’s currency and main resource for crafting consumables, such as combat health packs, and for repairing Transformers in the Hanger.

 

At this point it became clear that the free-roaming area and solo-play aspect of the game would serve three primary purposes. Primarily it provides players will a low-pressure environment to test out various Transformers – both in primary and attack modes – and to get a feel for how each Transformer handles. It also serves as an area to “quest” in and gather Energon. Finally, it serves as a method of delivering lore and developing story elements to the game, such as “how the war came to be” and “where we’ll introduce new stuff in future seasons.”

Transformers Universe First Look 9

Alex Horton was quick to point out that “seasons” of the game will include new story bits, characters, and maps. There is no set release schedule for “seasons,” and the reasoning behind such is that Jagex would rather release updates when they feel they’re done as opposed to shipping half-baked deliverables.

 

Players will be glad to know that they can transform their Transformers at will – and it’s highly recommended that they do so to fight, retreat, or get back into the fray quickly. Needless to say, primary mode is a much faster means for covering ground than attack mode, but at the same time it’s very limited in terms of offensive capability.

 

Players can also switch to another Transformer in their roster at the Hanger. Transformers are collected and selected in a pseudo-CCG style where only one can be active at a time and many sit on the bench in reserve. This is where the Tactics of “MOTA” begin to show; being able to change to a different Transformer at the Hanger will allow players to adapt to the ebb and flow of battle as needed.

Next, we were shown an Autobot entering the Hub – the aforementioned military base. The Hub is where players of the same faction can walk around, party up, access the Hanger, or access the Warp Gate that serves as a map and match selection screen.

Following that we were introduced to the Hanger – the only method of switching Transformers out and customizing them. At this stage there are quite a few Transformers to choose from, at our count at least 12 on the Autobot side, and all of the ones we saw were brand new. Jagex has worked directly with Hasbro in creating many new Transformers such as Front-line, Triage, Sparkscape, Meltdown and Catapult, just to name a few. Most of the Transformers we saw looked like derivations from Generation One. It was hinted that some of the better-known Transformers would appear in the game as playable characters at some point. The pricing and acquisition of consumables, customizables, and Transformers is largely under wraps for the time being.

The Hanger displays all of the characteristics of Transformers in a player’s roster. Different Transformers are specialized at different things – some have different primary mode movement and handling attributes while others are equipped with different attack mode damage types (eg. melee, healing, ranged, fire, electricity, energy, etc). Going on, each Transformer also has different attack penetration and shield attributes. Each Transformer also has several unique abilities ranging from bonus damage buffs to team area-of-effect heals. It was briefly mentioned that deeper weapon and damage mechanics would be present in the game such as on-shot critical-damage chance, damage-over-distance drop off, and arcing shots for longer ranged projectile weapons.

At this time there does not appear to be a long item-focused progression system in place, although we’re told that weapon and ability progression is still “in flux.” Jagex is focusing on there being a “player” progression system following these three aspects instead:

  1. Your personal Transformer roster.
  2. Your skills with each Transformer.
  3. Your general knowledge of tactical situations, conditions, and battle participants.

Transformers Universe First Look 5

Customization of Transformers is somewhat limited at this stage – there is no create-your-own-Transformer feature, but there are multiple selectable skins and paintjobs.

Right now, additions of Transformers to a player’s roster and skins for the Transformers themselves will likely be the main method of monetizing the title, which is fair as skins themselves have no direct impact on gameplay and it’s clear that no Transformer will be inherently “better” than another – just different. Jagex expressed that they’re very astute regarding Pay-To-Win issues with many of today’s Free-To-Play games. That said, each Transformer would be different enough that Pay-To-Win isn’t really feasible.

After checking out the Hanger we were shown a map selection screen through the Warp Gate. A 4v4 Team Deathmatch (first to 25 kills) was selected. At this point in time it appears as though Team Deathmatch will be the primary mode of play.

Transformers Universe First Look 4

The match we watched was on a somewhat narrow, close-quarters desert town map within some hills. The two opposite edges of the map served as spawnpoints from the Hub/Hanger area. Players raced to the center of the map through alleyways and over buildings in primary mode, and from there they transformed and engaged in what only can be described as utter carnage. Players flanked, retreated, re-flanked, healed, sniped, and swung at each other from all sorts of angles. The way the match played out can be likened to World of Warcraft Arena crossed with some MechWarrior Online; lots of special effects everywhere, and like a top-down MOBA, was a microcosm of ordered chaos.

We observed some very interesting and distinct mechanics that seem to only emerge during combat, which really helps separate Transformers Universe from other online games: The first noticeable one is that players can retreat quickly in primary mode to switch out or repair their Transformer back in the Hanger – note that repairing immediately costs collected Energon. The second is that nothing stops players from stacking the same Transformer, which is a freedom rarely executed in team-based games today. So, if you and your fiends want to field a team of Catapults or two pairs of Meltdown/Front-line then you can. Finally, players can choose to retreat at any point to stall for repair time, set up ambushes, or make flanking plays in three dimensions. As a result of these mechanics, fights can change rapidly and dynamically over time if the players will it to.

In a post-presentation interview it was revealed that game modes other than Team Deathmatch will be available at launch – we asked about the inclusion of an asymmetric mode along the lines of ‘Autobot Search/Rescue vs. Decepticon Search/Destroy’ but for now they’re keeping the other mode types under wraps until a future event.  From our interview we gathered that the developers at Jagex have an interest in pursuing some asymmetric gameplay modes, which would honestly be a breath of fresh air in the online multiplayer scene, but there is no confirmation on the inclusion of these modes just yet. We also asked about team sizes not being limited to 4v4, but Jagex was hush-hush about that too – likely good sign.

During the presentation we noted a lack of flying Transformers in the Hanger and during the multiplayer match. When asked about the exclusion of this type of Transformer a developer from Jagex said they’d like to include them, but want to figure out how to balance them and introduce them in a later season.

Given that Transformers Universe is primarily multiplayer focused, there will be an in-game party system as well as a ranked ladder available at launch. We asked about the inclusion of a built-in voice chat option for the game, which would make sense for anything involving tactics, and the developers from Jagex responded positively saying, “We’d like to ship with that if we can, since communication between team members is such a critical element.”

It was recently announced that Transformers Universe would use the Unity Engine, and we’re glad to report that the game will be available both through web browsers that support the Unity Engine plugin as well as a standalone Unity client.

Jagex expressed to us that Transformers Universe is going to be a long-term game with many seasons and iterations and that it’s the biggest game that they’ve worked on since Runescape. We feel, and know, that Jagex is supremely experienced in long-term titles, as exemplified by the still-popular Runescape.

We were overall quite impressed with what we saw; Jagex has taken the Transformers license farther than we expected and it looks leaps and bounds better than many other entertainment franchise licensed games. We were initially skeptical of the whole “MOTA” thing, but it all makes sense now that we’ve seen it in action. We’re looking forward to the next Transformers Universe event and the upcoming release.

Transformers Universe is scheduled to release this summer and is currently in beta. You can sign up to participate in upcoming beta waves on the official website, here.

Black Desert Online Showcases New Character Creation Tools

With the upcoming 2nd closed beta test for Black Desert Online hitting South Korean on April 22nd, Pearl Abyss has released a new trailer that showcases the game’s character creation tools, which allows players to tweak every aspect of their character, right down to the bone structure of their character’s faces.

For more info, visit https://www.facebook.com/Pearl.Abyss.Black.Desert

Broforce now available on Steam Early Access

Broforce

Freedom-loving gamers can grab that latest version of Broforce on PC and Mac for $14.99 from both Steam and the Humble Store.

Broforce brings the shock and awe as gamers across the globe take control of an under-funded, over-powered paramilitary organization dealing exclusively in excessive force. Stroke your MURDER-BONER™ with up to four friends, locally and online, in non-stop, explosive run ‘n’ gun action and eliminate the terrorist forces that threaten our way of life. Adapt your tactics as you select bros from a massive roster of true 80’s and 90s action heroes, each with unique weapons and abilities. Set off incredible chain reactions of fire, napalm and limbs in the name of freedom. Then, as the dust settles, face off against each other in one of many competitive modes. Finally gain closure by answering important life questions that have been keeping you up at night: who would win in a flex-off between the Brominator and Brobocop?

The latest update to Broforce delivers a devastating payload of fun with new gameplay tricks like the Tactical Backflip, new white-knuckle missions, and the fearless Ripbro – the first female addition to the Broforce team. Broforce fans will be able to follow progress and receive updates each month before the game’s late summer launch as new missions, locations, modes, and bros are added through development.

“The team is excited to join forces with our fans over the next few months of Broforce development and get feedback on how they want to see the game grow and expand,” said Evan Greenwood, Director at Free Lives.

For more info, visit broforcegame.com

Planets3 KickStarter Campaign Successfully Achieved $310,000

Planets3 Solar System

The French independent video game studio Cubical Drift is delighted to announce the success of the KickStarter campaign for Planets3, its voxel-based RPG video game. With an exact amount of $310,708 that were pledged by the community, the studio has reached his second stretchgoal, meaning that the game will be available for both PC and Mac.

The adventure proved both intense and full of twists and turns, thus maintaining the suspense at its utmost level right up until the end! To raise such an amount on KickStarter remains extremely rare for a French video game studio and is even rarer for an independent studio lacking notoriety. That’s why Michel Thomazeau, founder of Cubical Drift, gets enthusiastic:

 

The campaign – facts and figures

  •  $310,708 raised 31 days
  • 10,357 backers,
  • A $30 average pledge by people: 6,003 people pledged $20, 2 people pledged $5,000
  • A peak was registered on March 14th with $33,303 pledged by 1,219 backers
  • 273,000 clicks on the trailer displayed on Planets3 KickStarter webpage

Planets3_CraftSword2

Next steps

Cubical Drift’s first priority is to launch their online store so that all those who couldn’t help on KickStarter (particularly because Paypal was not available as a payment method) can now support the project under almost identical conditions as the ones on KickStarter (some rewards were exclusive to KickStarter). This “special” period will last 1 month, then the studio will implement a more traditional pre-order system.

Will then come a phase of integration and tests for the “account” part of their website, leading to the launch of a forum. Michel Thomazeau comments: “I hope that before the end of May all backers will have the possibility to gather on our forum to continue the interesting conversations they started on KickStarter.”

And last, the team will need a few months to regroup in the office in Cannes and start being fully operational as soon as late June.

The release of the first opus Planets3 : Race to Space is to be expected in fall 2015 for PC and Mac.