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Yearly Archives: 2014
Rise of Incarnates SDCC 2014 Trailer
A new trailer emerges from Bandai Namco Games’ Fighting Panel at San Diego Comic-Con 2014.
League of Legends Doombots Reviewed
By Jason Parker (Ragachak)
Behold! The True Face of Hell
Tomorrow ends the two weeks of the League of Legends “DoomBot” mode; anyone who follows me knows I am the MOBA Slave. Virtually anytime a Moba-related thing happens, I hear the whip crack and I head to see the new mode or feature! It is with this in mind that I played the DoomBot feature to give everyone my thoughts on it! Now, DoomBots are mean; terrifyingly mean. They do unfair, horrifying things that will probably give the casual player nightmares for weeks on end. There are three difficulties which become progressively harder and meaner the higher up you go (One doom, two dooms, and five dooms). You did not have to win to unlock the progressive difficulties; in fact, out of all of the many matches I played, I believe I only won one. Shackled to my desk, I struggled and fought, with every strange combination I could think of, desperate to even acquire one win.
Now, like all fun modes in League of Legends, this one is temporary, but I do believe it will come back in one format or another. One thing I noticed about this mode is that the AI bots are MUCH smarter. They ward, they use the jungle to move, they are smart about how they drop abilities; they laugh at you while they are winning, and prematurely say “GG” from time to time (disheartening, soul-crushing, but it’s very realistic). One very important thing I learned from these bots is as I said, they got smarter. I feel like this is Riot’s way to test smarter bot matches, so perhaps players will have more intelligent AI to battle against. Let’s face it: beginner and intermediate bots are kind of sad. You can hide in a bush and they stop chasing. They don’t ward, and they do not use their computer intelligence well. So it is with this in mind that I sincerely hope it was not only a fun mode, but a clever way to test a new system. I’d like to take the time to thank a few summoners who braved this mode with me.
Sarkhane: “What’s the B. stand for?”
Lady Foxen: “Oh no! I’m dead! I need to go to Junes!”
IronFoe: “I made a mistake!”
Vulkary Sol: “I’m gonna head – A Summoner Has Been Disconnected.”
The Goal Is Not To Win
The goal is to simply lose a little less each time you play; you aren’t trying to win, you are trying to steal a victory from a towering inferno of disappointment. There are three difficulties as stated previously, and each one is progressively more terrifying. Some of the combos are inefficient and useless, but there are some really maddening Doom Combos: For example, Lux’s ult fires in all directions around her. Ezrael’s ult shoots waves of his ult in all directions a few times, creating a gauntlet to avoid. I am convinced someone at Riot follows Street Fighter, because Blitz shoots three fists at the same time, much like E. Honda’s “Hundred Hand Slap” attack (so now he is B. Honda); I feel like someone out there loves Mike Ross, or at least believes in him. Champions can also have Nocturne’s ult on at all times so darkness is everywhere, decreasing your visual radius. Below is a brief descriptor of my adventures in each mode:
One Doom: One Doom is hard; each enemy unit has a ‘Doom.’ These dooms generally fit the character: Annie uses ignite on towers near her, and Tibbers is bigger than a max-stack Cho Gath. I was horrified that the enemy team used our jungle to sneak up behind us! Suddenly Ezrael was behind me and my lane partner, and killed us with his three-shot Q. There was no victory to be had. This is a pretty standard AI bot match not counting the hyper powerful champions. However, they are aggressive and actively push towers. I did not see wards in this mode; but I did see a lot of active pushing and smart decision making.
Two Dooms: The enemy champions, I learned are mostly casters. It is easier to play with the particle effects of casters, as opposed to melee; the only melee champions I think I’ve seen is Amumu and Wukong, but they have ranged attacks that make them viable for this type of mode. It was very disheartening to see Wukong ult and have six to eight of his clones also ulting outward. Veigar had a passive that would drop five of his Q’s around an enemy. And now minions began crying too. The pain was unreal. There was nothing but sorrow and tears (mostly mine). I think one of the most memorable things yelled over Skype was “THAT WAS GAREN! WHY IS GAREN HERE?! HE IS NOT EVEN IN THIS GAME!” because there is a “Garen Buff” that enemy bots can have. Anytime you enter a bush without wards, there is a chance that Garen could be there, and attack you! Speaking about vision, wards are also relevant. The enemy will chase you into the jungle, and ward your jungle so they have vision on your team as well as lane bushes. The bots also kill Dragon, and will Twisted Fate teleport to Dragon to try and steal it. It’s horrifying.
Five Dooms: Strangely enough, this is the one place our team managed to score a win. There are stranger things afoot in Five Dooms, and not for the faint of heart. Enemy champions appear to have Three Dooms, and they don’t always fit the character. Karthus can turn into Swain; he also can activate his passive while still alive. And move; IT MOVES! Amumu can stealth like Evelyn, and his ult takes up the entire lane’s width and double its normal length. Fiddlesticks’ ult is global now. He can be anywhere and destroy your team. Veigar had five puddles of slow that appeared around him, and he can use Akali’s stealth pool. There was no safety and no peace; only devastation. Lux and Morgana bottom lane meant pure chaos. Morgana’s puddle grows, and has two rotating Q snares around it that can catch you if you attempt to flee. Lux’s snare splits off in eight directions if it hits anything. The wards are better, the push is meaner and now at some point or another, the enemy champions swap Dooms! I do not know what the conditions are, but it happens; suddenly Galio randomly summons Hecarim ghosts that cause terrify and damage.
There is no justice, and no peace.
Fly, You Fools!
Now I am certain there are much much better players than me who won these a great deal; I won’t argue that, I’m not a fantastic player. I just really enjoy the game and at one point played it to distraction. Like all of the fun modes, they vanish much too soon; but as I stated earlier, I do think something good came of this. I’ll argue Doom Bots as a fun mode to play with friends but perhaps not so much fun to pug as the toxic nature of the community slips into the normally stoic co-op mode. But I played both ways, and had a blast with my friends, despite us losing four of five matches. In the rare moment that victory as achieved, it felt incredible. I felt amazing every time I got a kill or an assist!
All this mode truly lacks is a variety of champions for the bots to mix things up more between matches. The pool consisted of mostly casters or ranged champions, and you can see your opponents when the champion select screen appears. There is no surprise, and you can build to attempt to counter their endless amount of power. Hopefully in the future, Doom Bots will return with new friends packing their signature evil skins.
There are a few important things to learn or be aware of if this mode should come back: Just because the bots have double your kill count doesn’t mean the game is over. If you can manage to not have as many team deaths as there have been minutes in the game, you might be able to keep moral up long enough to make an epic comeback. Despite the improved AI, there are ways to be tricky and weasel your way into a win. One example is a Pantheon that builds attack speed and dives to towers with ult to push and backdoor. Split pushing and backdooring helps a fantastic amount in the higher levels where team fights are more often than not suicide. If you should push to an Inhibitor, the enemy bots will start focusing on defending that, allowing you to push other lanes. They might have cruelly fast reaction times and pack 10x the firepower of you, but they are still bots and you can still abuse their AI. The only other mode to strike me as this much fun was U.R.F. but that mode only taught us about ridiculous bullshit and not about getting better as a player. I honestly think DoomBots can teach players to get better, as the bots behave with a real killer instinct; it was exciting and horrifying all at the same time!
Want more? Make sure to check out our gallery of screenshots for this mode!
InnoGames: Heading to Gamescom 2014
InnoGames, the makers of the some of the most globally successful cross-platform free to play titles will attend gamescom with their AAA line-up, including: Tribal Wars 2, the sequel to the massively multiplayer strategy game with over 52 million registered players, Rising Generals, the brand new real time strategy war game designed with the help of Bruce Shelley, Game Designer for Age of Empires and Civilization, and iOS versions of Forge of Empires – with over 14 million registered players one of the most successful browsergames of the past years. Additionally, InnoGames will host a 96-hour long game jam in the entertainment area.
For more info, visit http://www.innogames.com/nl/
World of Tanks Behind the Scenes of Saints & Soldiers: The Void #2
The World of Tanks team continues its behind-the-scenes look of the upcoming “Saints & Soldiers: The Void” movie, this time looking at a handmade replica Panzer III created for the film.
ArcheAge Closed Beta Code Giveaway 2
OnRPG has partnered with Trion Worlds to get you access into the second closed beta event for ArcheAge, one of the most anticipated and most polished sandbox MMORPGs ever released! The event will span from Wednesday, 10am PDT July 30th, to Monday, 10am PDT August 4th!
Adventure in the ultimate free-to-play fantasy-sandbox MMORPG freed from predefined paths and progression. Build massive castles and lay claim to lands whose riches fuel a deep, player-driven economy. Band together to protect your fortune in epic siege battles and naval combat – or live the life of an outlaw, prying glory and coin from foes left in your wake.
Play as one of the four major races – spiritual Nuians and secretive Elves share the western continent, while the nomadic Firran and cunning Harani inhabit lands to the east. Loose ties connect the neighboring races, but allegiances are fluid, forever complicated by the whims of pirate factions sailing, trading, and pillaging at will.
Features over 100 Classes built from 10 Skillsets favored by the gods and heroes of the Great Expedition. After reaching level 10, you can combine any three Skillsets to make a unique Class. You can swap Skillsets in and out to change Classes as often as you like, with no predefined path to follow. Experiment and discover Classes to fit any situation, and all with the same character!
Gatherers, crafters, and traders are the engine that drives ArcheAge, and its economy is yours to control. Master diverse skills to craft trade goods, houses, ships and castles. Transport and trade materials across the realm, braving danger and piracy to support your allies in wars that will change the fate of the world.
Assemble allies and build an empire to span continents. Sabotage your enemies’ trade and lay waste to their armies in the field. Rally your forces and craft massive siege engines that will carry you into the heart of rivals’ power – and help you rip it away.
Sail the vast uncharted ocean and amass fame and fortune by securing trade routes and controlling their flow of resources. Riches await whether you lead fleets against enemy armadas or ply the waters as a pirate for hire – just beware what lies beneath!
To Redeem your Key:
- Visit the redemption page to sign up for an account and enter your key!
- Enjoy the closed beta beginning on the 30th of July!
Warhammer 40K Eternal Crusade – Win a Xenos Founder’s Pack With Fanfic
Behaviour Interactive has launched a new contest today, giving players a chance for Warhammer 40,000: Eternal Crusade founder’s packs in exchange for a little fiction.
The new contest is open from July 25 through August 22, and all fan fiction entries will be judged by Behaviour Interactive and Graham McNeill, award-winning Warhammer 40,000 novelist.
First place will win a $450 Xenos Founder’s Pack and an Eternal Crusade leather journal; second place will win a $120 Captain Founder’s Pack, and third place will win an $80 Sergeant Founder’s Pack. All three winners will also receive a gift from Graham McNeill.
For all the contest details and how to enter, click here. Best of luck Crusaders!
Rise of Incarnates Beta Sign-up Details Announced
Do you think you¹ve got what it takes to conquer Rise of Incarnates and become the most powerful fighter in its war torn world? You¹ll get the chance to find out in the Americas starting on August 8th at 12:01am PDT through August 17th at 11:59pm PDT when BANDAI NAMCO Games hosts ten full days of Closed Beta play for Rise of Incarnates its Free-to-Play fighting game where players will enjoy acrobatic aerial and visceral ground based combat, brutal super-moves and power-ups, and strategic environmental manipulation.
Players participating in the Rise of Incarnates Closed Beta will be able to play as Mephistopheles, Lilith, Grim Reaper, and Ares. Brynhildr will be added to the character roster as well on August 13th. Battles will take place in the New York City and Paris levels; both of which feature level designs that allow players to utilize the environment to their advantage. The Closed Beta will have a selection of in-game purchasable options available; this will allow players to try out a selection of in-game character customization options.
The full list of features in the Alpha are a reflection of how much the development team has listened to its fans and the care with which they have improved the game:
New features
- -Skill cubes can be synthesized to improve your character’s performance
- -Tag a friend to battle with over multiple matches
- -Addition of Awakening system
- -Introduction of new character, Brynhildr (8/13)
- -Introduction of new stage, Paris (8/13)
- -Additional releases of customization items (throughout the Beta)
Improvements from Alpha
- -Input improvements that increase control responsiveness
- -Improved UI
- -New, re-flowed tutorials
- -More screen resolution options
- -Vast array of customization items for characters
Closed Beta Sign-up Links:
To sign up for the Rise of Incarnates Closed Beta in the U.S.A. please head to: www.riseofincarnates.com/beta-signup
For fans in Latin America, your link for the Closed Beta sign up will be:
www.riseofincarnates.com/beta-signup/es
Finally, for friends in Brazil, your link for the Closed Beta sign-up will be: http://www.riseofincarnates.com/beta-signup/pt
ArchLord II Review: A Whole New World (Of PVP)
By Jason Parker (Ragachak), A Sexy Orc
Smarter Than Your Average PVP Title
Many of the pure PVP games I have played have resulted in a very negative experience: Super powerful players run around in low/unreasonable areas and only spend their time brutally murdering new players for no other reason than they enjoy it. ArchLord II is an interesting piece as it is an Eastern title that goes with a very Western fantasy edge in the art and character design. I was expecting something far different than what I got, not that that is a bad thing. The basic premise of the game is “Orcs versus Humans,” much in the route of Warcraft, though it has a very gritty, more realistic art style unlike the more “cartoony” Warcraft art. The game itself is not available for commercial use, and is instead in its Open Beta phase. ArchLord II takes place in the world of Chantra, and is to be considered an alternate history to the events that take place in the original game, ArchLord; with this in mind, it is not exactly a sequel, as much as a stand-alone game. You can play this MMO without having played the original title.
Granted, what I expected and what I got were two very different things; it is not a bad thing, but an occurrence nonetheless. Most pure PVP games have no safe areas, and as said above, pretty aggressive, grief-filled experiences. In ArchLord II, there are no servers that are PVE (Player versus Environment), and instead there are zones that are designated for one faction or another, as well as Contested Zones, where full PVP exists and anything goes; to a degree. It is important to note that Contested Zones have a level cap, and maxed level characters cannot go to these earlier zones to bully or grief. I feel like this is a fantastic idea, and while it is a bit strict, more strict than something in a more mainstream MMO (RE: World of Warcraft), I prefer it. I enjoy PVP a great deal, but I do not enjoy not having the chance to get into the game without being mauled. All in all, while it may feel a little bland, as if it were missing something, the combat is exciting, and the PVP promises to be thrilling and action-packed.
As an aside, yes, this game has a shop where you can spend real cash on items. I am of two minds on this; you can spend cash on mounts, which aren’t needed, and inventory expansion slots, which you can get obtain through general gameplay. However, there are “Founder Packs,” which give you an array of bonuses and items. You can get xp/weapon xp boosts, and respecs (unlearning skills). I feel like in a “Hardcore PVP Game” you will find yourself at a great disadvantage for not investing. So, while I think that they have to make money somehow, giving players an edge over one another isn’t a grand idea, and is exactly what’s happening here.
Orcs and Humans. . .Again
ArchLord II has a world that is split into two factions: Azuni and Crunn. Each faction has two races that make it up, though only Orcs and Humans are available at the start of this beta. As time progresses, perhaps the others will appear. Similar to fantasy settings such as Warhammer, Warcraft, and even Lord of the Rings, the Human faction of Azuni are generally stereotyped as good, just, stoic, and steadfast. They are allied with the Dragon Scions, which are a race that used to side with the Orcs. Due to circumstances, they left Crunn, and joined the Azuni instead. In contrast, the Orcs and their allies, the Moon Elves are chaotic and rule based on strength. Orcs judge allies and enemies by their prowess and battle; the weak are regarded not at all, and the strong with great respect. This feels like a jab at Warhammer, with the Orks and Dark Elves, though it could very well be a coincidence.
There is no word just yet if players can enter the opposing faction areas that I am aware of. There are four territories per faction in the world of Chantra. In addition, towards the center of the world are four level-based Contested Zones, with level ranges of 5-10, 15-20, 25-30, and 35-41. Despite this, there is content up to level 50, and much of the PVP goes on in battlegrounds (PVP that is not in Contested Zones). The zones use a fairly simple questing system, where NPCs give you quests to go complete. Another staple of this game is auto-walk, where you can click on a quest on your screen to walk where the enemies or items for the quest are. This is growing more and more common in Eastern MMOs; it is neat, though I do hope it does not permeate into American MMOs. This is not a feature I’d want to see everywhere as it would perhaps make players lazy.
Shot In The Dark
The level cap appears to be 50, and a lot of the actual PVP combat does not take place in any serious fashion until towards end-game, with some sporadic exceptions in the Contested Zone. There are two forms of leveling in this game; character level, and weapon level. There are several types of weapons and each faction builds is theme around particular weapon types. Some weapons are also race specific. At this moment, humans have Greatsword (Melee DPS), One-handed sword (Melee DPS/Tank?), Crossbow (Ranged DPS) and Staff (Healing, Ranged Magic DPS). Orcs have at their disposal Greataxe (Melee DPS), Lance (Two hand+Shield DPS), Bow (Ranged DPS), and Wand (Healing, Ranged Magic DPS). It will be interesting to see what the other races offer for their race-specific weapons.
There is one thing that perplexes me about PVE content that I could not find an answer to. Some of the quests in the game can be completed again, sometimes for rare equipment rewards. The quests are not any more challenging the second time around either. In the Contested Zones, I found I could redo most of the quests over and over again. I do not know if this is intended, or a bug; they are marked as blue exclamation marks such as Daily Quests in World of Warcraft. The big rewards do not appear to be available more than once, but they are much better than the normal loot you might acquire off of dead enemies. Perhaps this is their way to keep bodies in the Contested Zones?
Leveling weapons is done by last-hitting enemies in the world. You can have in your inventory as many weapon types as your inventory slots can afford, and you can have two types equipped at the same time (swappable at will by hitting z or x in the default bindings). For example you can wield Lance and Shield in one build, and swap over to the Greataxe on the fly if you need to dole out reckless power strikes. Then there is regular leveling via the above questing system, or completing dungeons. No word on if there is exp to be gained in the battlegrounds, but one can only guess that this will be the case.
Another interesting thing about the game is the combo system! As you gain character levels, you gain skill points. These can be spent by hitting the “k” in default bindings, and will give you a variety of skills you can learn by meeting certain requirements. You can learn passive abilities to increase your stats and in some cases even acquire new attacks. Some of these attacks can automatically combo together with your base powers, similar to the hotkeying system present in TERA. A stark visual queue will pop up when combo strikes are available, and require you only press the attack again to continue the assault. These skills go on cooldown just like normal abilities, so you cannot simply spam them over and over. The combat has a very action feel thanks to this, which will no doubt make PVP interesting.
Another way to level your weapons is completing quests. Occasionally you will receive a “Weapon Box” reward of a certain level. Opening it will give you an item for each weapon type, and using these items grant exp for your weapons, whether you have it equipped or not. One drawback to this however is that the only way you get skills are by investing skill points. You get no others, so balance carefully.
On the topic of weapons, there is also a fascinating crafting system. There are quests early in the game that will help teach you how to use it, so I will spare you the tutorial. However I will point out the key features that set it apart from the norm. You can reinforce gear utilizing crafting materials, as well as craft new sockets into weapons and armor you collect in your adventures. There are a variety of ways that weapons will be able to be changed, whether it is alchemy, reinforcements, or this socketing. Socketing will allow (a’la Diablo) you to add elemental gems to your gear to change them in a plethora of useful ways. All of these options are not yet in the game and will likely be added as the beta and main game releases.
Dungeon May Cry
Dungeons in Archlord II are fast paced and interesting. In order to do Instances, you need a ticket; this made me worried, because tickets remind me of cell-phone gaming, and those cost money. Instead these tickets drop off of enemies pretty frequently, and by the time I hit level 10, and was able to do the starter instance as well as utilize multiple skirmish tickets (for PvP). There are several instances that are available, and they require an item to get in, whether it is an instance ticket or a type of ticket of a higher-level. These are three-player zones, almost resembling a Dynasty Warriors map where you have a healer, a tank, and a dps that enter the zone with a goal. Generally it is to kill x and y enemy at the end of the instance, and there are lots of obstacles, primarily a multitude of mobs, standing in your way. Depending on how well you do, you receive a grade, and this affects your end of dungeon reward.
The first dungeon I did, the leader immediately set the loot to free-for-all, meaning whoever got to the dead body first got to loot them, and this is infuriating. I missed a lot of gold because he was the tank and was always there first. However we did two man the dungeon without a healer. It is important to note that even if a player does this, anything above common items are decided via a roll. There are other things to do in these instances, such as farm “x” plant or ore; careful, these dungeons are on a timer, and faster run-times seem to affect your score. The highest score appears to be SSS, and the lowest is likely an F.
There are a variety of options for Player vs. Player in this game. Duels can be done anywhere, your faction or theirs; these act like duels in virtually every other game ever. This is not new or interesting, but always fun and great for number testing with friends. Skirmishes are available at level 30, and are five on five combat fought within a variety of zones, with a few victory types such as base capture or kill count. Your party leader can queue the whole group, or you can queue on your own to pug PvP.
At level 40, Battlegrounds unlock. At set times these battlegrounds are open, and rotate map selection on a daily basis. These maps also, like the Skirmishes, have particular goals depending on what map it is. The key difference is these maps feature 200 versus 200, which changes things quite a bit compared to a small 5v5 skirmish. I feared it might wind up like Vanilla WoW’s Alterac Valley (taking a week or more), but since they are only up for a day, I do not think that will be an issue. I have to say, the idea of 200 on 200 PVP in an MMO is exciting, and I am looking forward to seeing how that will play out.
Lord of the Warcraft: 3/5 Good
I like what this game is doing. It is an interesting concept; though it is touted as “Hardcore PVP,” I do not really see that yet; granted it is still Open Beta, and not the official release. The strict limitations on PvP made the experience feel more casual friendly. Though the PvP instances are impressive and offer great map variety, I’d like to see more invasion type active PvP framing the end-game. If this exists, I don’t know much about it at the time of writing this review. Unfortunately the game needs more players at the moment as I never ran into opposing faction members while wandering the Contested Zones. Overall it’s uninspired and seems to be missing something. It’s clear many features are still a work in progress, so perhaps by launch the game will feel more fleshed out.
Graphics: 3/5
I like the art-style. It feels like what a generic Lord of the Rings might look like. It sadly falls into the same trap that most fantasy/MMO art does, in that the women are super sexualized; the Orc female starts in barely a loincloth and covering for her more than ample breasts, and there are lots of options to physically change appearances. While the art is nice, I do feel that it is a bit dull and overly grey. That is to say, the colors are not sharp or stark at all. To me it does feel like it is trying hard to be a standard western fantasy title, which will not make it stand out.
Controls: 4/5
The controls are very solid. The camera controls could use some work, but the wasd plus mouse hold and drag system is common enough to easily get used to Archlord II. I was worried the combo system would be clunky and awkward, but the flashy icons popping up right on your skill bar requiring only a repeated button push to activate filled me with joy.
Features/Gameplay: 3/5
The features that are available are fun and interesting, but it feels like there is not a lot on offer. ArchLord II feels like a very generic fantasy MMO with lots of PVP going on. That is not bad, but if the title wants to again stand out, it needs something more, something bigger. The lack of races and small amount of areas is not bad in the outset, but it’s going to get boring with only a handful of PvP accessible zones. There is always time for more content, but if they do not add more, I feel like it will become disappointing.
Sound/Music: 3/5
I do like the music on offer here, and the sound of weapon skills have very interesting sound effects attached. They really make you feel like you are kicking someone’s ass, and that’s what I am doing! I was playing an Orc lance/shield wielder, and I felt immersed as metal clashed on metal with each opponent I rammed through. The music is good, though it feels again like most other fantasy games. In terms of matching the setting though it is spot on.





















