Yearly Archives: 2014

Dragons and Titans: Bilebite Dragon Now Available

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Indie developer, Wyrmbyte, today announced that a new dragon, Bilebite, and a new weapon, Winter Floe, are now available for players to master in their fast paced MOBA Dragons and Titans which offers gamers shorter match times and unique RPG elements.

The Bilebite are blindingly fast, and prone to swarm. Part insect, these sinister creatures fly on four transparent wings. Their tiny eyes are faceted like cut gems, and their abdomens are segmented like a stinging hornet. Bright jungle colors belie the virulent poisons that brew in the gut of the beast, and needle-like fangs crowd their narrow jaws. This dragon’s special abilities include Bile Shot, where the Bilebite’s venom glands store up a thick blast of bilious acid which can be spat all in one burst, or in individual shots for each chosen enemy and Buzzbombs, which are six exploding beetle escorts that can precede the Bilebite into combat, or act as cover in a retreat.

The newly released weapon, Winter Floe, has two special abilities; Ice Stars, where small blades of ice are thrown at your enemy, potentially deflecting damage they intercept away from you while also damaging foes that are struck, and Cold Razor, where you can throw it to unleash its true power, showering your foes in the shards of ice it spawns as it flies.

For more info, visit http://www.dragonsandtitans.com/

Tales Runner Not Just Back, but About to Get Better!

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OGPlanet is releasing Tales Runner first major update less than a month after launch. The update will unleash loads of new content to its players. This update comes with great excitement and joy for all veteran Tales Runner players as the highly anticipated and requested character Lily arrives. In addition to the release of this brand new character, Tales Runner will also be upgraded with 13 additional maps including the highly anticipated “Uncle Lizard’s Fury”, a new channel for “Professional” racers, a new Oracle system giving players free daily buffs, all new costumes and much more.

Summer is right around the corner and to kick off this first major update, Tales Runner is hosting a variety of fun and exciting events with their RUN INTO SUMMER Calendar Event. Players are able to receive daily login prizes of 500 TR and numerous other fantastic prizes by meeting the simple event requirements. To learn more about this fun-filled event, check out the event page.

 

Tales Runner’s Main Features:

  • Famous Fairy Tale Maps: Race through tracks based on your favorite Fairy Tales such as Jack & the Bean Stalk, Alice in Wonderland and many more.
  • Intense PvP: Compete against your friends and other opponents in intense PvP racing with up to 30 players in various game modes such as Relay, Co-Op or Team. Those up for a real challenge can try their luck at Survival Mode where it is truly survival of the fittest.
  • Challenging PvE: Play against various magical enemies and confront epic bosses from legendary tales. You better team up with a friend though, these bosses mean business.
  • Social MMO: Meet your friends in the Park and chat about your exciting races and victories or invite them to your farm where you can raise your pet and grow crops to sell.
  • Pet Racing: Raise and train your pet to become a four legged speed machine. Prove to your friends that you have the fastest pet by challenging them to an epic pet race.
  • Mini-Games: Take a break from the intense racing to play some fun and casual mini-games such as a Jeopardy style quiz game, fortune tellers and more.

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Sign up and play Tales Runner’s at http://www.TalesRunnerOnline.com.

Quantum Rush: Greenlit on Steam & extensive update

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Quantum Rush

A big update for Quantum Rush brings lots of improvements and new content and the game has been greenlit on Steam. Many players will probably be most excited about the new race track. The steering mechanics have been altered according to the wishes of the player community and a brand-new in-game tutorial makes for a much smoother start.

Based on feedback from their player community, the Quantum Rush team has not only made further changes to the steering mechanics but also implemented a tutorial that explains the steering controls as well as the usage of weapons and pickups, making it a lot easier for new players to enjoy the game right from the start.

Manoeuvrability has been altered to make it possible to, in most cases, master all of a race track’s turns by using the basic steering controls only. It’s now quite possible to be among the first to finish a race without employing the airbrakes. All in all, this makes playing Quantum Rush a lot easier!

The airbrakes continue to be an essential gameplay element that offers more possibilities for experienced pilots. They allow the experienced pilot to avoid unexpected obstacles faster and get through tight turns even under difficult circumstances.

The brand-new tutorial will be very helpful for those who are just about to start their racing career. It introduces the player to the controls on the race track and explains the meaning of the various elements of the user interface.

Playing through the tutorial pays off for new and old players in any case. Apart from learning a thing or two, everyone receives a generous reward in the form of credits, research points and even Qoins for completing the tutorial.

For more info, visit http://blog.quantum-rush.net

Auto Club Revolution: New Evolution Begins in June

Auto Club

Two years after Auto Club Revolution’s introduction on PC, Eutechnyx today unveiled details of how the free-to-play motorsport experience is entering a new era. Nothing less than a full remodelling, this “2.0” version of the game begins on June 16 with the launch of a Closed Beta to get feedback from its long-time members of the ACR community. Select new players in various regions worldwide will also be admitted in stages. Oculus Rift functionality is deep in development and is currently in early experimental tests – a full ACR game will be playable when the new VR hardware is released to initial backers this Fall.

“We’ve spent two years laying the foundation of an authentic community-driven game for fans of automotive culture. We have hundreds of thousands of players worldwide that motivate us to push the ACR experience even further, and now we are bringing the best ideas to fruition.” says Dave Thompson, Development Director of ACR.

Already featuring over 50 of the world’s leading manufactured cars like McLaren, BMW, Ford and Bentley, a wide range of new manufacturers and car models have been added to the virtual line-up (such as RUF and Maserati), new interiors are to be added to boost the stunning level of detail. Fresh bespoke audio and engine sounds have also been reproduced to deliver an authentic sound experience for full player immersion. Players will now be able to create a 360 degree garage to admire their collection. Vehicle physics have been overhauled to not only enhance realism but also competitive fun.

Accessibility has been a key emphasis of ACR 2.0 – now only a single download is needed to jump into the action and start interacting with the community.“Our new single client is designed to make a bigger and better splash, pushing the quality of content and integrating new technologies that will further enhance player interaction. We have exciting times ahead of us and we can’t wait to share it with all our players. We strive to deliver content players want by providing a first-class, free-to-play online racing experience however possible,” says Dave Thompson.

For more info, visit http://www.autoclubrevolution.com/

Codebrush Games Announces Downsizing as Archeblade Development Halts

Archeblade To Close

It’s never enjoyable seeing an indie development studio hit a brick wall. So is the case this week with Codebrush Games closing further development of Archeblade, along with an end of their hosting services (privately hosted matches are still available). Early this morning the compensation announcement arrived for fans still heavily invested in the game (emotionally as well as financially) to offer some condolences should they wish to continue playing.

Full details on the compensation pack can be found on the official Steam announcement here.

Dragon’s Wrath: Lore Details Revealed

Dragon's Wrath

Scheduled to launch this June, Dragon’s Wrath is a horizontal, combat-based MMORPG that casts players as daring heroes during a time of great magic and mysterious creatures in the West. Presented with stunning, cutting-edge browser gaming graphics, engaging characters and fluid combat systems, Dragon’s Wrath players will tussle with epic bosses, explore unique instances, and must form key alliances as they fight to save the land.

In the world of Dragon’s Wrath, dragon’s symbolize mystery, power, honour – and war!

But it wasn’t always that way…

The Black Dragon Era

In the ancient times human beings lived in peaceful harmony, never experiencing the urge for war. But that all changed on May 20th, 728 AD – the fateful day that humans came face-to-face with dragons for the very first time.

A sudden explosion rocked the planet, alarming even the most learned of ancient mages. A giant crack appeared in the sky and a flaming black dragon emerged, laying waste to everything in its path. Volcanoes began to erupt, tsunamis and earthquakes became an ever-present threat, and plagues broke out. The world was covered with great darkness and chaos, and it soon became known as the Black Dragon Era.

Other dragons appeared from skies, but the powerful Black Dragon that emerged from the crack first was never seen again.

Humanity’s First Wars

Gripped by chaos, humanity became engulfed in its first wars. In 728 AD, ‘The King of Spar and Earth’ battle saw humans on the Eastern border of the Lowman Empire fall foul to evil Dragon Ferric as he transformed them into his half-man, half-dragon puppets. It was a slaughter for the unprepared humans.

By 730 AD, the capital of the Wendell Federation was destroyed and humans finally understood what they were up against. But how can they stop a dragon threat capable of transforming into humans and deceiving them from within?

When 746 AD arrived, the Dragon’s controlled almost every territory the humans once called home. Only the western part of the continent, Heberyan Pack, remained free of dragons.

Until now.

And So Our Story Begins…

The dragons have amassed a powerful army and it’s time for humanity’s last stand!

As the enemy gets ever closer to Heberyan Pack, Saber’s, Assassins, Mages and Gunners have all being summoned to the battlefield. If they don’t succeed, humankind may perish.

For more info, visit http://go.game321.com/pr_dw.htm

Guns and Robots Announces Massive Tune-up for June

Masthead Studios, today announced that their cartoon-style shooter is undergoing a complete makeover.

The team behind Guns and Robots is proud to announce that their free-to-play shooter is going through complete makeover that will take place in June this year. With easier to navigate and more user friendly interface, the new patch will bring significant improvements to the robot construction, the battles and will introduce a new system for upgrading items. All players will enjoy extremely reduced prices of all items and weapons in the store. This will allow players to build and enhance the robot of their liking and to try out all parts and weapons from the very start of the game with option to upgrade them at later stages.

The patch will add a lot of new game features listed below:

  • Interface Redesign
  • New notification system with more clear game objectives
  • New features for customizing robots
  • New system for upgrading items
  • New boosts, consumable and ammo options
  • Robot Painting
  • Improved system for leveling up
  • Premium accounts
  • Overall Rebalance

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Major update that the free to play shooter will introduce is a total interface redesign. The redesign will ease construction of robots and navigation through all menus. It will introduce players to new social panel, new dialogs with information about statistics and overall player performance, new sections for item upgrades, new customization features, new notification system. Players will now find it easier to navigate through the game interface thanks to the significant improvements.

In battle, a new notification system will help walk players through the main objectives depending on the game mode, showing current states of the robots, details on the ammo and weaponry. Upon battle completion—detailed end-game dialogs will show players’ performance with information for the credits won, bonuses acquired such as charges, consumables and crates.

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Big changes are coming to the robot construction process as well. This update will make customizing robots a lot more fun and easy to do. Fans of the cartoon-style shooter can expect to be given a lot of new ways to customize even more. They will have options to compare items, paint their robots along with easier and faster construction process. Parts comparison will help players pick the best fitting part with relative ease. Players will be shown options to pick parts with detailed statistics information and comparison dialog. The robot creation process will be supported with completely redesigned repair and resupply system for players to monitor. They will be able to check all their available parts that need attention. Robot painting will increase the customization of the robots with up to three available colors per part. Players will have the option to choose from rich palette of available starter pack colors to paint their robots according to their liking. The available options for players to pick will be whether to color a specific part, a module or the whole robot.

Upgrading items is another major feature that will give players who enjoy customizing their lethal machines a variety of options for constructing. With this new upgrading items system, every part can be upgraded in the Tech Tree. The Tech Tree will give players options to upgrade up to ten times their arsenal. Upgrading will be unlocked by acquiring the needed Tech Tree Level. After unlocking this level, an item will be available for upgrading.

After battle, along with the standard prizes, there will be a new set of exciting bonuses for players to gather. Upon battle completion, players will now have the chance to get their hands on crates, that will give items, currency and consumables. The crates will be given at random to players for an opportunity to get epic rewards and get their hand on unique, non-purchasable items. Consumable types will be expanded with new ammo options, such as charges that will give tactical advantage in the game, as well as shield, speed and fire power.

After the team gathered feedback from players, there will be an improved system for leveling up and enhanced experience with major rebalance.

Premium accounts will also be added to the game. From next month players of Guns and Robots will have the option to get premium accounts with numerous perks.

Jump straight into the action at http://www.play-gar.com.

The Future of MMORPGs – As Written by the Past

By W.B. Wemyss (Tagspeech)

 

ShardsOnline

It’s no secret that this is a time of great tumult for the MMORPG genre.  With the imminent release of Wildstar Online, many are saying that the last of the great ‘theme park’ MMORPGs is going to hit the ground, and everything after this will be new territory.  We’re moving away from the hand-holding, quest-saturated, WoW-esque misadventures of 2005-2014, and into a land far more concerned with sandboxes and the encouragement of player freedom and creativity.  Publishers everywhere are wising up to the fact that human beings with hopes, dreams, and brains are the ones actually playing their games, and have decided to fund their projects accordingly.

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It’s a golden age.  Right?

 

I sat down recently with a man that’s been in the industry for nearly ten years.  He came in toward the end of Ultima Online’s development cycle, where he worked primarily as a UI lead.  His name is Derek Brinkmann, and although he may not be a household name for most gamers, he’s one of the masterminds behind the upcoming Shards Online project – an MMORPG that aims to redefine the genre through an ambitious, highly-customizable game, fully handing creative control and power over to the players themselves if they so choose (Catch the first ever gameplay livestream today at 5pm PDT for more info). He is a forward-thinking man.  In this period of change and reflection for the MMO genre, he seemed to me like the perfect man to discuss the future with.

Everquest14Years

But before we can dive into what might be, we need to see where we’ve been.  MMORPGs are old.  In 2015, we’ll have seen twenty years of the genre being around in its most serious form.  Ultima Online and Everquest were the first well recognized titles, and for veterans that remember them, they might decry the post-World of Warcraft era as one devoid of player choice and creativity.  Indeed, games from the early era were far more about exploration and defining your own path to progression.  There was less UI saturation and hand-holding, no ‘quest markers’ to give players a sort of medieval GPS.  Auto-pilot was still possible, but more difficult.

 

These games were, of course, not perfect.  The grind still prevailed, and worlds were largely unstructured (some might call that a good thing).  World of Warcraft brought polish and direction to the genre, with such success that huge companies have been trying to make that lightning strike twice for a decade.  They have all failed.  The past ten years are a boneyard of slain games, all loaded into catapults and fired screaming at the obsidian walls of the WoW-Fortress; a fortress that only grows taller and more impregnable with each passing year.  It took them ten years, but with the success of Minecraft and other indie titles, coupled with the painful monetary sting of losing game after game to ‘WoW-killer’ efforts, the big financiers of the gaming industry are finally beginning to realize that WoW simply cannot be killed.  It won.  They lost.  Tough break.

WoWFortress

What are we to do?  World of Warcraft has the theme park model boxed and cornered entirely.  There are straggling competitors, but none manage to rise to the lofty heights of WoW.  WoW makes so much money, it is its own micro-economy that could dwarf the GDP of some small countries.  If Blizzard wanted to found a tiny colony for all of its playerbase where everyone could play the game in peace and subsistence, I’m confident it could.  It’s no wonder competitors have been salivating over the possibility of having that perpetual-motion-machine of cash in their hands – but like many moguls, they forget that resources are finite.  There are only so many subscribers to go around.

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I asked Derek if the seeming casino-like exploitation of players in most quest-heavy MMORPGs is intentional.  Is it?  Do these publishers force their developers to include bright lights, affirming sounds, and pretty colors to accompany generally hollow ‘achievements’ in grinding and discovering rare drops in these games?  With the addition of microtransactions, particularly ones that provide a random reward, and with the randomness-dependency of these games, is this just a very well-disguised form of gambling?  Should it be regulated as such?  These are questions many gamers are asking themselves these days.  It does very much feel like a kind of exploitation of human psychology.

 

Derek’s experience in the development process says otherwise.  No, hard-working developers are not being forced into doing anything – the process is generally more insidious.  All developers want to be creative, to make something fun for others to enjoy.  But above them are people whose bottom line is, well, the bottom line.  They need the game to be profitable – not just profitable, but enormously profitable.  Their expectations of success are sky-high.  If a game cost one million to make and it grosses two million, they see a failure, whereas the developers (and normal people) see success.  That’s double your investment!  How great is that?

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The issue, as Derek and I discussed, is not that developers or publishers have some malicious desire to exploit the ‘lizard brain’ in the human mind – that primitive reward center that gives us a little rush of chemical satisfaction when we receive sensory affirmation of an accomplishment (a ding, anyone?).  It’s that executives generally have extremely high expectations of success.  They want rapid growth, massive returns, and will shut down and butcher anything that doesn’t give those returns.  They will pack it in and move on, even while the development team itself is still celebrating a successful release and a job well done.

 

It’s this complete disconnect between players, developers, and executives financing projects that causes the modern ‘theme park’ MMORPG.  It’s what causes games to be riddled with free-to-play caveats and microtransactions, with exploitative mechanics and hidden fees.  Too many financiers see failure where everyone else sees success, fun, and enjoyment for all.  Will the lofty expectations of publishers ever lower?  Probably not.  Particularly not in the AAA title category, where budgets soar into the tens of millions of dollars, and returns are expected to be equally titanic.  But there’s an indie revolution going on, and anyone that’s a regular Steam customer can attest – it’s only getting bigger.

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The process of financing and developing games has become a largely democratic process with the advent of Steam’s Green Light program, and Kickstarter.  While neither of these things are perfect platforms, and not every game financed or hyped by common backers is going to be a smashing hit, or even very good, it does give us the unprecedented option of backing and following a game throughout its entire development process.  It’s creating a field of innovation to feed a niche of gamers starved for more perplexing, challenging, and immersive content.  Derek is confident that this niche is going to continue to feed and expand this flux of indie titles, including Shards Online and others like it.   In MMORPGs, ‘people are done with the level grind’ he asserts.

 

Is this a new era on the horizon?  It’s certainly different.  Developers are, as Derek says, ‘giving players the tools to make their own experiences’ more often these days.  But is that what the vast majority of people want?  If people wanted to make their own experiences, by and large, isn’t that what they’d be doing?  Is there not an enormous class of people content to have content and ideas fed to them?  The rails may be stifling and dull to free-thinking, challenge-hungry gamers that want a return to MMORPGs and experiences focused on cerebral, social content largely spearheaded by player efforts and player politics; but there are some people for whom the thoughtless grind is a kind of numbing meditation to enjoy at the end of a long workday.

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No matter what, there is never going to be any individual title that can please everyone.  Expectations are shifting.  The end-game for publishers and developers has to change, Derek says.  ‘Retaining players does not make sense anymore’ he told me.  ‘Online games as a genre need to not build a model around three years of subscription after release.  Companies should redefine their definition of success for an MMO.  500,000 people buying your game and enjoying it for a month or two should no longer be considered a failure.’  In short, publishers can’t expect to retain people anymore.  It’s just a simple fact.  People play, they have their fun, they move on.  It’s simply not feasible to sell a ‘lifestyle’ to players anymore.  There is far too much competition.

 

And then, there’s just giving players themselves the power to mod and create with your platform.  Skyrim is a fantastic example of a game that has only gotten better over time thanks to the mod community.  MMORPGs could use the same treatment.  And with the greater availability of powerful engines like Unreal to indie developers, and the ability to get titles out digitally rather than worry about shipping and packaging costs, the dawning of an age of creation and modular design may very well be upon us.  Those that could care less will continue to do what they’ve been doing.  Those that have been starved for this sort of thing will clamor for it.  In the end, it may very well be that we can all find our imaginary home online – the long years of nomadic wandering for more creative and demanding MMORPG consumers may finally be at an end.  We just need a fertile platform upon which to build our settlements and sew our crops.

SkyrimModding

Tagspeech is the alias of author W.B. Wemyss, who was responsible for the bizarre cyberpunk fever dream called Children of Athena.

Dungeon Inquisitor

Dungeon Inquisitor is a free to play browser game where you take the role of a cruel Dungeon Inquisitor. Trap, capture, and interrogate humans for profit and personal gain – and strive to become the overlord!

Features:

Trap and Capture: Trap, fight, and capture humans, then interrogate them to gain more useful information or to convert them into minions.

Train and Recruit: Summon, recruit, and train a personal army, from weakling imps to skeletal warriors and more.

Chat and Compete: Make friends and followers in the game’s community, enter weekly contests, and conquer others.