Yearly Archives: 2014

Stoic Announces Fan Art Contest for The Banner Saga

Art Contest

indie game development company Stoic, and publisher Versus Evil, today announced an art contest for fans based on their experience in the game, using runic inspired designs.

“The Banner Saga has been applauded by reviewers and fans alike for the art style, something we are incredibly proud of. We’ve seen such great fan art for the game that it made sense to ask our fans to assist us in designing a real life banner. We are looking for designs based on the traditional Viking runic art style as seen on the Godstones in the game,” said Stoic’s Art Director Arnie Jorgensen.

“One way of recording history in early Viking times was for each family to contribute (sew) their own ‘saga’ onto their clan’s banner. Similarly, we plan to include some of the best designs submitted in this contest to create a twelve foot banner depicting our fan’s experiences with the game, creating a community ‘saga’.”

The ‘Creating the Banner’ contest is now officially open for entrants to submit their original ‘Viking-style’ inspired designs at http://www.creatingthebanner.com . Winners will not only get their design included on the final life-sized banner, but they will also be sent a mini replica of the final banner for display. Full submission guidelines, rules and regulations can be found on the contest website. Submissions must be in by 11:59pm PT on Thursday March 13th, 2014.

For more info on Stoic, visit: http://www.stoicstudio.com

Albion Online Shakes Up Traditional Levels with Destiny Board

Albion Destiny Board News

Sandbox Interactive today unveils the new Destiny Board feature for their upcoming cross-platform Sandbox MMO, Albion Online.  Eschewing traditional level ups, players instead earn small perks and bonuses over a period of time by performing actions based on what their character is learning.  Players can learn more about the full Destiny Board and sign up for the upcoming closed beta test at http://albiononline.com/.

“The Destiny Board was designed to give players some direction in a world in which there are no levels,” said David Salz, Technical Director at Sandbox Interactive, “Though players are not relying on a traditional level-up system, they are still able to plan their own Destiny in the world of Albion, and become their own unique hero.”

Albion Online Destiny Board Preview

Via the Destiny Board, players themselves could decide how to focus the development of their character.  Depending on which of the three paths players choose (Crafting, PvE, and PvP), there will be various unlockable bonuses to acquire, which will help players design and support their own play style.  Missions on the Destiny Board will range from gathering a certain number of materials, taking or dealing damage, getting a certain number of kills, a certain level of fame, and other goals.

The Destiny Board is divided into three major areas:

The first consists of a number of missions and quests which will reward you with various vanity items as well as some small bonus stats. These missions are divided into 3 branches: PvP, PvE and Casual.

In the center of the Destiny Board can be found all of the items in the game. Here you can unlock both the skills to equip and wear these items as well as the ability to craft them.

In the lower part you’ll find everything relating to the buildings in Albion Online. Here you can unlock new and more powerful buildings to craft.

When objectives are completed, a reward in the form of an item or building recipe, or a permanent bonus to a character’s hit points, carry weight, armor rating, or damage when using a certain weapon is granted.  This will ensure players rise swiftly up the ranks in a way which complements their individual play style. The Destiny Board is a way of providing direction to players while avoiding classification and restriction.  Creating a mage with ranged weapons, or a tank with healing spells, any combination is possible in a classless system!

In addition to the full Destiny Board, which can be reached straight from the HUD, players are given a prompt for three or more current objectives at the bottom edge of the screen at login; with these reminders, you’ll be able to pick up from where you left off last time.

Albion Online is the first true cross-platform MMO, running on different devices including Windows, iOS and Android at the same time and in the same world!  Albion Online will go into beta in early 2014.

New crafting showcase for EverQuest Next Landmark

Recently, Sony Online Entertainment has revealed new details on their crafting systems for EverQuest Next Landmark. Michael Mann, the Lead System Designer, explains the basic of the crafting system, shares concept art and more.

Along with the new details, they’ve also revealed a new building blocks video, which introduces the Saw Table, which will be one of many different crafting stations available in the game.

For more information on Everquest Next / Landmark, as well as the upcoming alpha test, visit: https://www.eqnlandmark.com/

Naruto Saga: Chapter III Available Now

IceGames has revealed details today of the Chapter III expansion to the popular Naruto team combat MMO, Naruto Saga. Now available in the Games.la portal, Naruto Saga: Chapter III ushers in a host of new features and improvements.

NS Update 1

Bigger, Better Faction Battles

All factions are now able to enter the same event map and face off in a brutal, exciting melee where only the best can reign supreme. Honor points also become more important, giving Naruto Saga players extra incentive to fight for their factions.

Faction Zones

The brand new Faction Zone feature gives players plenty of exciting boss challenges to tackle as a team. Open from 21:30-23:00 every day, faction members can enter the Faction Zone and group together to kill a daily boss. Finishing the boss in the allocated timeframe will see players earn bags of cool rewards for their efforts. The higher the damage dealt, the better the rewards earned!

Factions Zones are more than just a boss hub though. They are upgradeable, and players can update their zone after hitting set requirements, unlocking tougher bosses and even better rewards in the process. Players also upgrade their faction skills in the Faction Zone through use of check-in, Faction Banquet, and the Donation Token. To help tackle the new bosses, a special Faction Buff is available at the Faction Shop – one so powerful it can turn the table at any stage during battle, even when it looks certain to end in defeat.

 

NS Update 2

Developing Funds

Chapter III introduces a free Funds Development Plan for ninjas to earn extra in-game money. Two Festival Funds are available every day for players to invest in, though ninjas can only buy one. Purchase the right fund and hold onto it long enough and a massive 250% rebate could be rewarded!

Tsunade’s Dice

All of these new Chapter III features are making Tsunade feel generous, so from Jan 23rd – Feb 13th, players can visit the famous Fifth Hokage of Konohagakure and try their luck against her in a classic game of dice. Win in succession and players will get their hands on all manner of awesome prizes.

NS Update 3

New Partners and Transformation Techniques

Nine-Tails Naruto, White Coat Sasuke, and The 4th Hokage – Namikaze Minato are all making their débuts in Naruto Saga: Chapter III, giving players an even bigger roster of choice when choosing partners for battle. With Naruto Saga’s unique transformation feature, players are capable of switching between these characters throughout their adventure.

Tweaks and Adjustments

Publisher IceGames is bringing a plethora of improvements to Naruto Saga’s current gameplay designs with Chapter III, from adjusted rewards that better incentivise battles, to improved UI’s for many key features, quicker ways to obtain recruitment points, and a massively optimized pathfinding algorithm. Players should be sure to check out the Partner Recruit Cards too, where Akatsuki and SS rank partners are more likely to show up.

New Year, New Prizes!

To celebrate the launch of Chapter III and 2014, IceGames is seeing in the new year with a massive Top-up Pack giveaway. Available from now until Feb 13th, players can enter into set rounds to earn tons of extra ingots (Naruto Saga’s in-game currency) – and then get more extra rewards just for spending them!

And that’s not all. Players lucky enough to seek out the special roses hidden in the main storyline-related instances and Tsundaes Dice challenge can redeem them in the New Year Shop for a host of valuable items.

Warframe Update 11.5 now on PlayStation 4

Warframe 115 Update

The second major update to Warframe on PlayStation 4 has arrived! Update 11.5: The Cicero Crisis is now live with new additions to the game.

PS4 players can now explore a new environment, plenty of new weapons and a new Paladin Warframe – Oberon!  Players will also be happy to know that PlayStation Trophies are now available. Twenty in-game rewards that recognize Warframe accomplishments are ready and waiting to be earned!

Warframe Oberon

Here’s a break down of what’s new:

  • New Warframe Oberon:  Equally adept at healing friends or striking down the enemy, Oberon embodies the balance Tenno are sworn to uphold. See Oberon in action here.
  • The Cicero Crisis Event: The Forests of Earth have evolved. Centuries of manipulation by the Orokin have created breeds of super plants that grow tougher and faster than anything seen before. Until now the Grineer have been unable to conquer these unruly forests, but Councilor Vay Hek plans to use his Cicero Toxin to clear the land and make way for Grineer settlements. Visit Earth and sabotage Councilor Vay Hek’s plans!
  • New Forest Tileset:  Within the Cicero Crisis Event node on Earth is a first look at the new Forest tileset.
  • Trophies:  Warframe on PS4™ now supports Trophies! A total of 20 are available, encouraging players to rank up their equipment, build items in the Foundry with collected resources and participate in co-operative play.
  • New Weapons: A number of new weapons are now available including the Burston Prime, Karak rifle, Stug gel gun, Magistar mace and Scoliac whip.
  • Gas City Expansion: New areas of the Corpus Gas City on Jupiter are ready for exploration.
  • Customizable Controller Layout: Players can now fully customize their PS4™ controller layout.
  • New Weapon Skin Pack: The new Forest Camo Skin Pack features 13 new Forest camouflage weapon skins and a Dethcube Sentinel Skin.

Divinity: Original Sin Early Access Preview

By Jordan Hall (ApocaRUFF)

Divinity: Original Sin is an isometric “back to the past” style RPG. The game is brought to us by Larian Studios and shows a lot of promise. With a rich RPG world, interesting mechanics, and awe-inspiring turn-based combat, Divinity: Original Sin hopes to re-define the RPG genre. Some of the features include Co-Op conversations with NPCs, a diverse and detailed tool-kit to create your own adventures, and a great amount of interaction with the world around you. I’ll come out and say it right away, just fifteen minutes into the steam Early Access alpha version of the game and I’m already impressed and hooked.

 

The World
As the game is in steam Early Access and is still in early development, the world is obviously not complete. I am sure massive amounts of updates and polishing are in order in the world design, the lore, the storylines, and graphics. However, I can say that I am already quite pleased with what I’ve seen. The graphics look quite nice for an isometric game, and there’s a lot going on. I was immediately able to tell I would enjoy the story-telling in this game, which is great considering I’ve been struggling to enjoy the stories in games lately.

Divinity: Original Sin Preview Graphics

The art-style of the game is a mix of realistic models with bright colors and dark undertones. This means when you’re in a sun-light forest it feels vibrant and full of life, but when you’re in a torch-lit dungeon or building, it can feel a bit claustrophobic and grimy. Basically, it’s perfect for giving an experience that will allow you to immerse yourself in the game. Not a lot of games can pull that off, and I was honestly surprised to find that Divinity had so early in development. I’ve also got to mention that the music can help a lot with this, though it does need a bit of polish before you can get the full intended effect.

 

Divinity: Original Sin Preview GraphicsGraphics2

Creating Your Characters
Keep in mind the game is still early in development at this point, so what I say here may not be accurate forever. The character creation process doesn’t seem to be fully implemented yet, but you can get a nice glimpse at what will be available. It seems you start by choosing a class, then you customize its stats, traits, and other factors. In this game, you control two characters (unless in Co-Op), so you get to do it twice. There isn’t much customization in the looks of your character, but that’s understandable considering that the game is very story-driven and already has two main characters (which you play).

Divinity: Original Sin Preview GraphicsCharacterCreation

Speaking of Co-oP, there’s a neat little feature that doesn’t become immediately apparent until you try Co-Op. I’m not sure if the feature will make release, but my friend and I had a blast with it. After you make your first character, the person you are Co-Oping with can take control of it and move around the lodge you create the characters in. They can loot the shelves, weapon racks, etc… within the lodge, and it seems like the loot is randomized each time. We managed to get a lute one time and we found that hilarious, so it’s great that you can start having fun almost immediately – even before you’re in the actual game.

 

Divinity: Original Sin Preview GraphicsLodge

In the Game
Once you’re finally in the game, there’s already a decent tutorial to introduce you to most of the concepts, so it’s easy enough to pick-up on what you can do. One of the things you learn early on is how easy it is to manipulate the items within the world. From regular branches, to wooden crates, you can move them around and place them freely, which can make for a lot of fun while experimenting. My friend and I spent a good fifteen or twenty minutes just stacking things, trying to see how far we could get the stack to lean. That’s why I love sandbox elements to games. If developers provide a few tools, the players will find ways to entertain themselves and have a blast with their game.

Divinity: Original Sin Preview StackOCrates

Another concept you learn early on is how much the world interacts with each other. From dropping barrels of oil onto a group of enemies and then having your friend set it on fire and let them burn, to casting a rain spell to put out a raging inferno. There’s a lot of things that interact and it reminds me a lot about Magicka, just with a focus on how your spells, items, and world objects can interact with each other, rather than mixing elemental types to create epic spells (at least as far as I know). But speaking of spells, there are a ton of neat ones so far. I have fond memories of setting off a tornado in the middle of town and quickly finding myself almost dead from my own creation before the angered citizens took it upon themselves to do the job.

Divinity: Original Sin PreviewBurningOil

And that brings up my next topic: The game is full of freedom. In my first two hours in the game, I probably spend fifteen minutes of that actually following the quests. The rest were just me wandering around, participating in random events, sneaking around to find loot, and testing out what exactly I could do in the game. I love that I can just spend time exploring around, and yet find myself in seemingly random situations in which I feel like a hero (or a villain if I want). I haven’t felt this kind of freedom since Morrowind and Neverwinter Nights 1 & 2.

 

Divinity: Original Sin Preview Event

Combat
Next up, I want to discuss the combat. Initially I was a bit put off by the mention of turn-based combat. My mind immediately went to Final Fantasy-style turn-based combat and I didn’t think I would enjoy it. Boy was I proven wrong when I actually got into some fighting. It was intense, strategic, and pretty epic looking. Specifically the spell effects were awe-inducing, as there’s nothing like watching the area light up as two fireballs rise up and then hurdle towards your enemies.

Divinity: Original Sin Preview Fireball

Rather than Final Fantasy, the combat is closer to Xcom or the original two Fallout games. At the beginning of each turn, you’re given some Action Points (AP), which you can spend attacking, using abilities, or moving. Balancing out your use of AP so you can get the maximum use out of each point is something that can require a bit of thinking, something that people may not be used to with the recent popularity in hack-n-slash type RPGs. I was happy with how quick the combat grew on me, and I’m actually considering playing the above mention Xcom (I own it, just haven’t played it yet) game just so I can have more fun with this type of combat. Can’t say I was disappointed at all, and I can’t wait to see how the game evolves with new classes and abilities added.

 

Divinity: Original Sin Preview Movement

Co-Op
This is a part of the game that really stood out. I initially gave the game a quick go for about fifteen minutes by myself before I invited a friend to join me and we got on TeamSpeak together to play. From start to finish, our two-hour play session was a blast and full of laughter. Sure, a bit of that laughter was at exploiting bugs for funny outcomes (such as being able to kill ourselves for exp), but most of it was because of all the fun we had playing the game. I usually don’t play Co-Op games as it’s often done horribly and isn’t enjoyable at all. Usually, unless you’re the “main” player, you’re just there for the ride.

Divinity: Original Sin Preview Co-Op

However, in Divinity, the game was made with Co-Op in mind. You can tell right from the start that the devs intended this game to be played with a friend. From the often-times hilarious conversations you can have with your fellow player that can have a beneficial end in one way or another, to working together in combat, it just works perfectly. In most games, you’re forced to stay together on the screen, even if you’re playing on two different machines with two different monitors. In Divinity, while we’re in town I can go about doing my business (which usually involves teleporting poor citizens and vendors to their death) while my friend does his. Rather than just a tag-along experience, you’re truly playing together with your friend and that’s just not an experience that can be beat.

 

Current State: Excellent
As you can see, I was more than a little impressed with Divinity: Original Sin. It looked good on paper, and the real thing was fantastic. Rarely am I able to read up on a game, be hyped about it, and then actually have my hype rewarded with a fun, playable game. Even though it’s in early Alpha, there’s still a great deal of enjoyment to be had. If you’re interested in Divinity: Original Sin, look for it on Steam where it’s available on the Early Access program for $40. I had a fantastic experience and would recommend it to anyone that has friends to play with. However, I cannot stress enough that the game is still in early Alpha, so please don’t buy it expecting a full and complete game.

Magicka: Wizard Wars Reveals 1vs1 Mode in Miami

MagickaDuelWars

Paradox Interactive, a publisher of games and a duel citizen, today at the Paradox Interactive Convention in Miami announced the upcoming addition of a fast-paced Duel Mode to Magicka: Wizard Wars, the upcoming multi-player spell-slinging game from Paradox North. In Duel Mode, four players will step into an arena with a shortage of personal space, and two randomly chosen players will begin the battle in a one-on-one format while the others witness the carnage. When one wizard falls, a spectator will take their place, with all four players cycling into the game until one robe warrior has scored six murders – making them the champion. Duel Mode will be added to Magicka: Wizard Wars in the very near future.

The new Duel Mode update was created in direct response to fan feedback received during the Early Access phase, designed by Paradox North for fans who wanted their conjuring chaos to get a little more personal, with purely skill-based combat uninterrupted by one’s clumsy team-killing friends. Duel Mode also gives new players a new opportunity to learn from expert wizards, watching them in action and studying their moves before their own trial by fire and/or lightning-infused jets of steam.

A special Magicka: Wizard Wars stream is taking place today at the Paradox Interactive Convention in Miami, along with War of the Vikings. Tune in to our Twitch.TV channel www.twitch.tv/paradoxinteractive today at 5 p.m. EST / 2 p.m. PST.