Yearly Archives: 2015

Camelot Unchained Funds Realm Honors, Announces Stealth

This week marks yet another stretch goal being surpassed for CityState Games’ upcoming RvR MMORPG, Camelot Unchained! The Realm Honors on Steroids promised some of the most comprehensive accolade unlock systems we’ve seen in an MMO, both in terms of accolades as well aesthetically pleasing items to cosmetically show off how awesome you are.

Camelot Unchained Stealth StretchGoal

With that out of the way, Mark Jacobs has at least revealed his long teased plans for a new evolution of stealth gameplay. As promised in the preview, he intends to:

Goal #1 – Design a fun, interesting stealth mechanic, and classes that are not seen as “Easy Mode” by non-stealthers

Goal #2 – Do not design a class that is centered around a strong opener, stun, and vanish with long/unlimited stealth, nor a class that can hide, one-shot, vanish again

Goal #3 – Design a class that has the ability to be very active and sought-after, either in RvR groups or as roamers

Goal #4 – Design a class that some non-traditional stealthers want to play

Goal #5 – Design a class that requires skill to play well, and not just unlimited patience

Goal #6 – Design a system where a gank group of stealthers is not possible

Goal #7 – Design a system that doesn’t affect the launch date of the game

 

To do this, he intends to use stealth as a means to capitalize on the rock-paper-scissors nature of large scale realm warfare. This would introduce three types of stealth classes (with tweaks across the non-parallel realms) as a counter to an over abundance of healers/mages. While the stealth classes won’t be your typical surprise 1 hit KO assassins, they’ll have enough armor and disabling techniques to let them hold up in large scale warfare without gimmicky popcorn stealth techniques. But heavier melee will still tank them well in large scale battles, until mages take down said heavy armor melee to complete the triangle.

Camelot Unchained Archers

Type 1 – Camo Archers:

As teased in the previous Archer stretch goal, these archers will wear armor fitting their environment to further blend in to their surroundings, letting them choose when and where to initiate battle against their unsuspecting foes.

Camelot Unchained Scouts

Type 2 – Scouts:

Utilizing psychic projections of themselves, this class specializes in fast moving long range eyes to identify and disable foes long enough for their more damage dealing allies to move in for the kill. In major siege warfare, their ability to move through unprotected walls, telekinetically mess with engineering equipment, and otherwise hinder foes will be a force you will want to plan for.

Camelot Unchained Veil Walkers

Type 3 – Veil Stalkers/Walkers:

Utilizing the mechanics promised in the Spirit in the Sky Stretch goal, these mobile assassins would move secretly through the outer dimension to appear behind enemy lines to unleash (literal) hell on the squishier back lines. However, moving through the Veil causes issues if you make too much noise, and while the time in the Veil has no hard limits, the longer you stay in it, and the more you disturb it with noisy weapons, or multiple stealthers in one zone, the more damage you’ll take upon exiting. If too much magic is being cast in the zone, these walkers will gain boons to move through the outer realm with even less resistance.

 

This stretch goal truly encompasses a lot of Bat Shit Crazy ideas that set Camelot Unchained apart. Even if you’re not a backer or planned backer, the reasoning and concepts alone are worth the read. I highly suggest checking out the full post (when you have a solid chunk of time to do so!) on the official site.

New Skill System Detailed for Drakensang Online: Rise of Balor


New Skill System Detailed for Drakensang Online: Rise of Balor news header

Rise of Balor, the largest add-on in the history of Drakensang Online, will be released in August. Bigpoint, one of the world’s leading developers and publishers of online games, today reveals details about the new skill system in their hack’n’slay game.

The heart of Drakensang Online—the character skill system—has been completely revised and converted to a skill and talent mastery system for all four character classes. There are still three talent trees (Experience, Wisdom, Fame), but they have been redesigned from the ground up. Each class has a new skill, the most powerful one offered so far:

  • Dragon Knight: Frenzy Battle Cry
  • Spellweaver: Frozen Orb
  • Steam Mechanicus: Tesla Turret
  • Ranger: Explosive Shot

Skill Talents
In the old system, talents became available at the same time as the associated skill. Each skill had two talents: players could pick one or the other, but not both. The new skill system offers many more options in character development. As characters gain levels, they will automatically earn talent points to spend on talents. Each skill has three talents that can be purchased with these points. Players can choose freely how to distribute talent points. It is also possible to reorganize them to try out different builds and play styles.

Knowledge Talents
Players still earn Ancient Wisdom through game play and daily challenges, automatically earning Knowledge talent points on the way. Some abilities (like teleport, skill slot, cloak use, mount) have been removed from the list of Knowledge talents and are now free and available to all players through normal game play. There is a combination of shared and unique Knowledge talents for each class, which improve character capabilities and allow for greater customization. A new type of Knowledge talent called Focus talents are split between Agility, Attack, Mobility and Vitality, letting players improve these individual aspects of their characters at an extremely granular level. As with Skill talents, Knowledge talents can freely be changed as desired, encouraging players to experiment and discover their optimal skill and talent configurations.

Fame Talents
Players will collect Fame talent points in PvP battles that can be distributed on Fame talents. Additionally, participation and victories in PvP will earn players Honor Badges, which can be spent for valuable items and gear. Bigpoint has improved the PvP shop, with decreased prices and new offers. Each class has a combination of shared and unique Fame talents, which improve character ability in PvP, allowing for greater customization.

The expansion “Rise of Balor” raises the maximum level from 45 to 50 and adds 150 brand new quests to Drakensang Online. Unanticipated twists and turns guarantee excitement and suspense, even for players who think they’ve already seen everything the world of Dracania has to offer.

Please note: There’s a video on Twitch with Lead Game Designer Jason Durall explaining the new skill system: http://www.twitch.tv/drakensang/v/7844664

Cardfight!! Online on Steam Greenlight

Cardfight!! Online on Steam Greenlight new header

Bushiroad announced that they are taking online digital card game, Cardfight!! Online, to the next level via Steam Greenlight. Steam Greenlight is a system that enlists the community’s help in picking some of the new games to be released on Steam.

Mr. Takaaki Kidani, the President of Bushiroad Inc., shares, “Steam has always been a strong and easily accessible platform in the English overseas market. With the wide range of tools and support available to developers, we believe that having Cardfight!! Online on Steam allows us to better cater to our players.”

Cardfight!! Online is a new online digital card game based on Bushiroad’s flagship trading card game title, Cardfight!! Vanguard, which was first launched in February 2011. Cardfight!! Online will be free-to-play with in-game transactions upon release in late 2015 and will be available in English for Windows PC.

Players will have access to cards from the English Edition Cardfight!! Vanguard G series and later. Veteran Cardfight!! Vanguard players who are keen to obtain and collect cards from the older sets will be able to do so at the late stages.

Warframe Echoes of the Sentient Pack Giveaway

OnRPG has partnered with Digital Extremes to celebrate the new Echoes of the Sentient Warframe update, featuring the new Equinox frame, with Sentient Packs!

 

 

Warframe is a free-to-play fast-action PvE action game available on PC, PlayStation 4 and Xbox One that is often described as MMO-Lite. Squads of four players band together to advance their characters and battle the oppressive forces throughout the Solar System. Introduced to the game as newly awoken Tenno warriors, players are thrust into a universe at war and armed with ancient exo-skeletal technology only they can operate. These Warframes bring unimaginable power and skill to the Tenno and provide players with unique offensive and defensive powers to explore and master.

 

The Pack Includes:

  • 7-day Affinity Boost
  • 7-Day Resource Boost

 

 

To Redeem your Key:

Guild Wars 2: Heart of Thorns First Beta Weekend Event goes Live August 7

Guild Wars 2: Heart of Thorns First Beta Weekend Event goes Live August 7 news header

NCSOFT and ArenaNet™, publisher and developer of the acclaimed Guild Wars franchise, today announced that the first publicly accessible beta for Guild Wars 2: Heart of Thorns will get a preview on the show floor at gamescom then launch worldwide as the first official Beta Weekend Event for players who pre-purchased the game. The studio will debut a demo showcasing a portion of the content that’s playable in the beta test on the show floor starting on gamescom’s opening day on Wednesday, August 5, and running until the show ends on Sunday, August 9. ArenaNet is partnered with Twitch at gamescom and will have demo stations open to all attendees at the Twitch booth (Hall 9, Booth A-060).

For the Beta Weekend Event, players around the world who purchase Guild Wars 2: Heart of Thorns will be able to play all of the content in the beta test using their existing Guild Wars 2 accounts starting at 9:00 p.m. CEST (8:00 p.m. BST) on Friday, August 7th, and running until 9:00 p.m. CEST (8:00 p.m. BST) on Monday, August 10th. ArenaNet announced access to Beta Weekend Events as one of the perks for anyone who pre-purchases Guild Wars 2: Heart of Thorns, the upcoming expansion to Guild Wars 2. In this first test, players will have a chance to experience the first story instances in the expansion’s new area, the Heart of Maguuma Jungle, as well as playtest the revenant, an all-new profession with attacks and abilities that draw their powers from legends of Guild Wars lore. They will be among the first to try out the new elite specializations that introduce new weapons and skills for each profession in the game. They also get to test the new masteries system, a new endgame progression system that replaces linear leveling and gives players choices in the new skills, abilities and rewards they pursue.

ArenaNet is enabling players to save their progress during testing and carry it over into future betas for Guild Wars 2: Heart of Thorns, giving them a chance to experience how character progression and earning new abilities works in the expansion. ArenaNet game director Colin Johanson details what players can expect in this coming Beta Weekend Event, and what gamescom attendees will get to preview, in a blog post published today.

In addition to the beta preview, Guild Wars 2 fans attending gamescom have a few more reasons to look forward to the show. For the first time ever, the Guild Wars 2 World Tournament Series (WTS) comes to Europe, held in collaboration with ESL and taking place live throughout the show day on Saturday, August 8, at the ESL booth (Hall 9.1, Booth B-060). Returning champions and Europe’s own Orange Logo are once again in the running after taking the title and the lion’s share of the $50,000 cash prize at WTS-Boston in March. They will be defending their crown against a stable of top contenders in Cologne. To win the first-ever back-to-back WTS championships, Orange Logo will need to overcome The Abjured from North America, who placed second in Boston, The Civilized Gentlemen from Europe, who placed second at WTS-Beijing, and the super group GLHF from China, who has competitors on their roster with prior WTS appearances. ArenaNet will be streaming WTS-Cologne, with the action called by shoutcasters Jebro and Kaelaris along with analysts Wafflewrath, ChroNick and Sputti, starting at 10:00 a.m. CEST (1:00 a.m. PDT) on the official Guild Wars 2 Twitch channel.

ArenaNet will also be live streaming game demos and special programming from the Twitch booth. Lucky attendees who play Guild Wars 2: Heart of Thorns on the specially equipped streaming PC at Twitch’s booth, complete with face-cam, will have their demo livestreamed for the world to see. ArenaNet developers and special guests from the Guild Wars 2 community will also be part of programming filmed daily at the booth. Program highlights include a segment uncovering the ‘heart’ of Guild Wars 2: Heart of Thorns with Crystin Cox, lead designer on the game, and a German community roundtable with popular Guild Wars 2 Twitch streamers. ArenaNet will be streaming live from gamescom every day during show hours on the official Guild Wars 2 Twitch channel.

For a full schedule of livestream programming and other activities at gamescom, please check out the Arenanet at gamescom web page.

Rift 2015 Review: The Nightmare Tide

By Jaime Skelton (MissyS), Senior Editor

 

Released in 2011, Rift was Trion World’s first MMO, and proved to be a success. Though it shifted from a subscription-model to free-to-play two years after launch, Rift helped build Trion to the large publisher that it is today. Set in a world shaped by elements and torn by an epic battle of good and evil, players take the role of fallen heroes called back to life to defeat the evil Dragons. Over the past four years, DizzyPW has summoned countless writers to enter the Rifts to return with the tale of this game’s review. Yet all disappeared, the rifts swallowing writers into the oblivion with a 100% success rate. Now with the rise of the Nightmare Tide, it was time to send the best (yes, me) to once and for all tell of the world of Telara, and the new paths to adventure it offers.

 Rift Review - Ascended screenshotDied before I even got control of my character. Lame!

 

Character Creation & Customization

Rift offers two opposing factions to play as, each with their own set of races. The Guardians are the chosen of the gods, and consist of the human-like Mathosians, the pale High-Elves, and the stout Dwarves. The Defiants have forsaken the gods for their own technology, and consist of the darker skinned human Eth, the blue elven Kelari, and the massive bulwark Bahmi. Each race has its own unique racial ability and an innate elemental resistance, but otherwise are equal in terms of stats and class availability.

Rift Review - Customization screenshotRepeat after me: There is no boob slider.

Initial character customization offers a moderate and balanced selection, with just enough sliders to get the job done. Among the options are face shape, eye color and scale, eyebrow shape, nose size and tilt, mouth size, multiple types and colors of hair, markings, and makeup, and body height and skin color. Hair and skin color also have additional purchasable options in Rift’s cash shop. It’s just enough customization to make your character distinct, without going overboard on shaping muscles or determining the size of your character’s ass. However, the lack of physical build selection is noticeable, because heights aside, every character of the same race and gender is the same shape.

 Rift Review - Wardrobe and Dyes screenshotSkittles don’t really come in all colors of the rainbow. Neither do default dyes.

You can also customize your appearance through the game’s Wardrobe system. This system has undergone a recent overhaul that makes looking cool easier than ever. Like the wardrobe systems in The Lord of the Rings Online or Guild Wars 2, you can collect the appearances of gear that you obtain as you journey through the world. These appearances become unlocked for your entire account, and can be used at any level. Unlike some transmogrification systems, Rift’s system also allows you to show yourself wearing any class of armor you want, rather than only the class of armor your character can equip. A robe-wearing paladin and a battle-armored mage, or any mix or match in between, is possible. Each piece of gear can also be dyed, with 24 basic dyes available and more unlockable. Your wardrobe appearances can be saved, and are not bound to the gear you’re wearing, meaning you can swap gear as necessary without ruining your ‘look.’

 

There are four core classes, known as “Callings”: Warrior, Cleric, Mage, and Rogue. Though these follow general fantasy archetypes, Rift does not use a typical “holy trinity” model of tank, damage, and healer. Instead, there are four core roles a player can fill – tank, damage, healer, and support. Every calling can be one of these roles, though the ability to use some of them ultimately depends on access to certain expansion kits. From here, Callings split into a vast collection of specializations based around a selection of Souls, sub-classes with their own talents, and the game’s talent system, called the Soul Tree.

 Rift Review - The Soul Tree screenshotGetting flashbacks to vanilla WoW?

As you play, you will learn to specialize your build through the selection of three souls within your calling and their talent trees in a “build your own class” style system. New players, or players looking for a no-hassle build, can choose a “Purpose,” a pre-made build which will automatically assign talent points as the character levels up. These Purposes have been built by top players in Rift’s community, for the most part, and have in-game guides on gearing and skill use. Alternatively, players can choose their own souls and talents. Since each soul offers passive boosts and active skills based on how many points placed into the tree (and where), the possibility for a custom class build is limitless, and Trion has done well in ensuring that souls are balanced enough that players won’t find themselves gimped if they step outside a standard cookie-cutter build. Custom builds are not, however, fool-proof: there is room for error and poor build decisions. With the option of pre-made builds and plenty of community build tips, this is rarely an issue. As a final note, you can save many of your builds as “Roles,” and switch between these as necessary out in the field – allowing you to fit the needs of a group easily.

 

The New Player Experience

Every new character in Rift must go through a basic “tutorial” zone before entering the world at large. It’s a long-standing MMORPG tradition, and Rift has undergone some refinement throughout the years. Through it, you’ll be introduced to your faction’s founding story and your character’s place as a hero in the world. You’ll also be talked through the game’s core combat mechanics and systems like items, equipment, maps, quests, mounts, and the rifts themselves. The tutorial experience does not abruptly end at the last tutorial zone mission, however: in fact, you will continue being gradually introduced to additional game systems throughout your first few levels with various quests, allowing you to step into the great big world of Telara at a slow and steady pace that won’t overwhelm you.

Rift Review - Tutorial Tip screenshotHow do you know its rarity? Look for its cutie mark!

Rift veterans may remember how heavy-handed the old tutorial experience was, practically brow-beating tutorial ‘tips’ along the way. Thankfully, Trion has learned some valuable lessons about maximizing the new player experience, and while it remains mostly unchanged in content, it does a far better job at holding a new player’s hand gracefully, rather than grabbing them and yanking them along. One of the key changes in making this experience more enjoyable has been the use of Purposes in character creation itself. This gives a new player a basic build to work with from the start, rather than having to learn the mechanics of building their own soul tree at level one. Some of the additional side content, like collections, have also been put off to a later level. Meanwhile, a few new quests, or adapted quests, do a better job at introducing basic game mechanics.

Rift Review - Fishing screenshotDo you really need to learn to fish before you even reach the main city?

Alas, the praise can’t last forever. By level fifteen, the amount of quests that players have at their disposal begins to explode, and by level 20, it’s possible to become completely overrun by quest chains that take you in multiple directions. Some quests a character might discover may even lead to far off challenges to unlock souls, tearing characters away from what would be the main storyline. Having multiple options at your disposal is a great thing, especially if you’re a veteran. For a new player, however, it can be confusing to figure out which quests you should be doing, especially after visiting your main city, or whether you should return to your original questing area and continue the story there.

 

Controls and User Interface

Rift is a traditional tab-target style MMORPG, which means the controls here are very familiar to anyone who’s been playing MMOs in the past five years. Movement can be accomplished with mouse buttons, arrow keys, or WASD keys; skills are executed by pressing their corresponding shortkey from the action bar. Almost every menu item in game has a corresponding shortcut key, and these commands can be fully customized in the game’s “Keybindings” menu. There is even an option for click-to-move. Because of the game’s complex interface, controllers are not natively supported or recommended. From wandering and chatting to collecting and combat, Rift is easily managed and controlled by even a novice PC gamer.

 Rift Review - UI Customization screenshotIt’s a bunch of boxes – I have nothing witty to add.

By default, the game’s user interface (UI) is relatively compact and leaves plenty of screen space for seeing what’s going on around your character without straining your eyes to see the map, chat, or quest objectives. Once again, the layout follows standard MMORPG conventions. Many sub menus have been compacted in the lower left corner of the screen to condense space, a much appreciated feature considering just how many various in-game windows you have to manage, but it’s easy to back out of these windows with a quick hit on the Escape key. Most windows also remain compact (and can be moved around on screen), with a few more annoying exceptions, like the Minions window. Rift’s UI is also quite customizable. Like The Lord of the Rings Online, you can enter an “Edit Layout” mode which allows you to move, resize, and change the alpha of any on-screen elements. And if that’s still not enough, the game also supports user add-ons and extensions, allowing you the same customizability level from the user side as you’d find in World of Warcraft.

 

Character Progression: Quests, Adventures, Rifts, Dungeons, and Raiding

Rift offers a large variety of activities to help a player level up, from solo content to content for public, pick-up, and pre-made groups. Like most traditional MMORPGs, Rift offers a long and interconnected web of story-driven quests, split between the two factions. While all players of a faction will start in the same areas, eventually areas begin to branch out and offer multiple options. Quests, for the most part, are designed for solo play. They are also tedious and inefficient for gaining experience, and many players now recommend to save questing to do in your spare time at max level, at least if getting to end-game is your primary goal.

Rift Review - Instant Adventure screenshot

Instead, Instant Adventures are the preferred level gaining experience source, and once you’ve run an evening of them, it’s hard to not go back. Instant Adventure (IA) is a system which allows you to queue up and party with other players in the system, a bit like a “Looking For Group” tool. However, instead of heading to a dungeon or raid, your group is summoned to a random area in the world, with each player scaled to the appropriate level, and issued specific Instant Adventure objectives to complete as a team. Each complete adventure is a chain of these objectives, usually completed with a final boss encounter or point defense. However, IAs are also endless and flexible: you can exit and enter at any point, and you can spend hours in the system without having to leave and rejoin. IAs are fast-paced, non-stop experience trains that can fit any playtime you have available. There are two major downsides to running IAs as your primary source of experience: you miss out on the story and achievements of the game’s quest lines, and you will often need to purchase equipment from the auction house or other vendors in order to stay geared up. IAs can also be unfortunately buggy at times, forcing players into a “dead” group caused by disconnects and inactive players, and the only way to get around these bugs is to either wait it out or hope to get lucky when queuing.

 Rift Review - Rifts ScreenshotNo, this isn’t a picture of an Oklahoma tornado.

 

The open world of Rift has one feature that harkens to the game’s name itself: rifts. Rifts are random public events in which a tear opens up between one of the elemental planes and the world your character is in. These events offer a set of objectives, and a range of difficulties from rifts that can be done solo to those that need large groups to defeat. In addition to offering experience, rifts offer special currency which can be used to buy planar equipment and goods, part of every growing adventurer’s needs. Rifts can also lead to invasions, when multiple rifts open up across the zone and planar forces march against the zone’s strongholds, requiring players to come to their defense and eventually beat back the commander leading the invasion.

 

Dungeons and raids are also to be found in Rift, as expected. Both are fairly linear encounters, often with multiple quests sending the player to solve some problem like any good adventurer. Once again, Rift takes a fairly traditional approach to these areas. Dungeons are designed for five players, and have a minimum level requirement (though higher level players can scale down). Two additional difficulties, Expert and Master, add to the challenge of these places for players with better gear and pre-made groups. Otherwise, dungeons are fairly linear experiences that alternate between trash pulls and scripted boss encounters. Raids are designed for 10 or 20 players, and are arranged in tiers based on player gear. There are a moderate number of dungeons and raids in the game, but given the number of years that Rift has been open, it seems to be too few.

 Rift - Raid Encounter screenshotTentacles everywhere!

Recently, Rift has introduced “Intrepid Adventures.” These encounters are also found in the Instant Adventure system, but instead of placing players in a random world zone, it summons the group into a raid instance. This allows players the opportunity to experience raids like Hammerknell with the IA system, rather than seeking out a pre-formed group. While this may sound comparable to LFR in World of Warcraft, the system does not currently do an adequate job in making sure the group has sufficient players in each role, meaning a group can be without a necessary tank or support class to ensure optimal success.

 

Player versus Player

At this point you might be guessing that player versus player (PvP) in Rift is going to stick with the traditional MMORPG formula, and you’d be right. With two factions, Rift offers a very familiar set of PvP options. Players can PvP in the open world (optional on PVE servers), but few ever do. The occasional bored character heads in and sets foot in an opposing faction’s town or even main city for fun, but organized battles or raids are unheard of. Instead, players looking for that adrenaline fix must find it in Warfronts, the game’s instanced and goal-based PvP modes.

 Rift Review - PVP Menu screenshotNot as much variety as you might like, but better than some offer.

There are multiple Warfronts, and some of these warfronts may appear in special versions during events. Warfront goals and modes include Domination-style, Capture the Flag, King of the Hill, and Team-defender style. Warfronts are, however, unlocked at certain level tiers, meaning that players looking to PvP as they level will find themselves limited in modes until they reach level 50+. At most levels, the experience gain from PvP is also quite low, making it a poor choice for progression. Indeed, PvP does not really begin to shine until max level.

 Rift Review - Black Garden PvP screenshotThey don’t advertise it much, but killing dwarves dressed as half-naked unicorns is a thing.

There are two things characters earn when fighting in PvP: prestige and favor. Prestige is essentially a PvP experience system which determines your PvP rank and, in turn, access to special perks. Favor, on the other hand, is a special PvP currency which can be used in PvP shops for consumables and upgrades. Previously, favor was used to buy PvP gear; however, the PvP gearing system has now changed to reduce the need to farm favor constantly to get PvP gear (and subsequently make it harder for players to gear up through PvP). Instead, players can now obtain gear from supply crates dropped at the end of Warfront matches, and upgrade this gear through the use of favor. This area has been a somewhat sore topic in the Rift PVP community in the last year, but Trion Worlds has been working actively in the past few months to improve PvP gear so that it better matches the gear found from equivalent PVE activities.

 

The Extras: Additional Features

Rift has many additional features to try to keep players entertained no matter their play style. Collections, minions, and housing are the three major features (four, if you include an extensive achievement system) players will find to complement their gaming experience.

One of the first early systems that made Rift so appealing for some is the Collections system. Scattered randomly around the world, you can find collectible artifacts – unmistakable white shiny objects – that can be looted on a first come, first serve basis. These items can then be sorted into collections, dozens of groups of findable objects that tell a story or have a semblance of similarity. When a collection is complete, it can be ‘turned in’ to an NPC in the game’s main city to earn additional rewards, including a special currency called a Lucky Coin. Lucky Coins can then be redeemed for a variety of items, including exclusive mounts. Players can also find lore books in static places around the world to add to a separate collection that can be read through at any time.

RIFT Review - Minions screenshot

Minions is a relatively new system to Rift (added in Nightmare Tide) which lets players gather some additional loot without having to gather it themselves. Minions are card-based mini pets, with two attributes that grant them bonuses to their adventuring loot roll. In addition to collecting minion cards – which can be found in many ways, including crafting and achievements – players can send these minions on missions. The minion feature will offer four random adventures (also presented as cards) at any time, ranging from quick one minute runs to longer runs that take many hours to complete. Each adventure has attributes associated with it, and matching minion and adventure cards with the same attributes grants a better chance at loot. Loot from these missions ranges from crafting items to artifacts and even housing items, making it worthwhile to keep your little critters busy.

 Rift Review - Basic Dimension screenshotThe starting Guardian Dimension: meager but still a great place to dump stuff.

Finally, there is Rift’s housing system, known as Dimensions. The Rift community has a great passion for Dimensions, with several large fansites showcasing creations, and it’s easy to see why. Dimensions are more than just houses, they’re “slivers of Telara” – small zones where players can get away in private, as well as show off trophies and their creativity. Inside a dimension, players can place items that they’ve found in almost any way they can think of, with the ability to resize and rotate objects with an incredible amount of fine tuning. Dimensional items can be found extensively across the world, making it easy to gather a large amount of tools and objects to customize a dimension. These items aren’t all just little house trophies, either: players may find full-scale boats, massive trees, and other grand features. Dimensions come in a variety of sizes, with some of the largest character dimensions supporting over 2,000 placed objects! And yet guilds, too, can have their own dimensions, which can support over twice that amount. The variety of landscapes and items is stunning, making the potential for dimensions practically limitless. It’s one of the best housing systems you can find in a traditional MMORPG.

 

The Cash Shop

Though initially released as a subscription-based title, Rift transitioned to a free-to-play model in 2013. The transition was smooth, and threw a needed lifeline to a game that many felt did not offer enough substantially different content from games they were already subscribed to. Rift has since thrived under the F2P model, adding new systems for all players and expanding the game content steadily. However, with the free-to-play label comes microtransactions, and Rift’s cash shop is not a dream come true.

 Rift Review - Cash Shop Main Screen screenshotYou don’t just need loot, you need LOTS more loot. And a boar.

The core game content – currently 65 levels of quests, dungeons, raids, and other adventures – remains open and free to all players, as do systems like Dimensions and Minions. But while even expansion content is not locked to players, there are certainly chokepoints that point players to the store. This includes eight souls, some of which are required in order to unlock a fourth party role for each Calling; underwater mount training for Nightmare Tide content; and the ability to send more than one minion out on a mission at a time. There are a variety of boosts in the shops, including buffs to favor, prestige, crafting, and notoriety gain. The remainder of the shop is mostly cosmetics.

 Rift Review - Cash Shop Loyalty Rewards screenshotYou can’t buy my heart – wait, maybe you can.

Players who do frequent the cash shop, however, can earn loyalty rewards. Earned by buying/spending credits and REX (a player-to-player way to buy credits), loyalty points unlock both mini rewards and large set rewards as players continue earning. These rewards range from consumables to mounts, Dimension Keys, mini-pets, and even permanent account boosts. It’s a fair way to grant loyal buyers exclusive rewards, though players who do not earn them may find themselves missing out.

 

Look and Feel

Built with “AAA” quality in mind, Rift is a lovely game despite its growing age. There’s something about Rift that is very artsy in its approach: perhaps it’s the unique and twisted creatures you come across on your journey, or the soothing harp strings as you sit in your home city. Each area feels generally distinct and never empty or unfinished, showing the care in the designer’s crafting of each area. At max graphics, the game stands up to other MMOs its age, and was clever enough to offer a low quality option for players who wanted to play the game but didn’t quite have the rig for it. While it doesn’t have the smoothness of games produced in the last year or two, Rift certainly hasn’t aged badly.

Rift Review - Max Settings City screenshotExcuse me miss, your polygons are showing just a bit.

Final Verdict: 4/5 (Great)

Now in its fourth year of service, Rift has grown from its earlier days of pay-to-play into a substantial and full-fledged free-to-play MMORPG. While some of its features, primarily PvP, still need some developer affection, Rift manages to offer a well-rounded experience without suffering a case of feature bloat. Though lacking in innovation, Rift’s traditional approach delivers a consistent experience to MMORPG fans. Its greatest weaknesses are a sluggish questing system and a collection of heavy-handed cash shop items that alter the game experience. If you’re a fan of the tried-and-true, give Rift a try. It isn’t likely to disappoint you.

Rift Review - Boar Friend screenshotYou might even make some . . . friends.

The Breakdown:

Character Creation & Customization (4/5)

Pros: Just the right amount of sliders; extensive flexibility in class specialization.
Cons: Not enough variety in physical appearances of races; some party roles are cash shop locked.

The New Player Experience (3/5)

Pros: First ten levels give just the right amount of hand-holding.
Cons: Past level 15, quests and features can become overwhelming.

Controls and User Interface (4/5)

Pros: Traditional but uncluttered interface with little deviation from the MMORPG standard.
Cons: Some UI elements by default are excessively large and cover key areas of the screen.

Character Progression: Quests, Adventures, Rifts, Dungeons, and Raiding (4/5)

Pros: Lots of options for leveling; lots of group content.
Cons: Questing is tedious and slow; limited number of dungeons and raids to experience.

Player versus Player (3/5)

Pros: Multiple game modes and maps; recent changes improve gearing.
Cons: Gearing can be tedious; balance issues are a recurring theme.

The Extras (4/5)

Pros: Several good features to keep players busy at all levels; housing system is one of the best to be found in an MMORPG.
Cons: Minions system is limited without cash shop purchases; collections can be annoying to complete.

The Cash Shop (3/5)

Pros: Can purchase credits from other players with in-game coin; all core content available for free.
Cons: Several cash-shop locked souls; some systems limited without cash shop purchase.

Look and Feel (4/5)

Pros: Each zone beautifully crafted; high quality graphics for its time.
Cons: Beginning to show signs of age.

Felspire Closed Beta Announcement Reveals the Three Legends

Felspire Closed Beta Announcement Reveals the Three Legends news header

Global games publisher 37Games has just announced its latest MMORPG Felspire will begin closed beta on August 3rd. Developed totally in-house by 37Games, Felspire provides players a fast-paced innovative gaming experience by cutting down on tedious grinding and allowing players to immediately immerse themselves in the most exciting part of the RPG genre. According to information from 37Games, there will be 3 classes for closed beta and a likely 4th class in the near future.

In the world of Felspire, named Eremos, brave adventurers have descended upon this continent from different corners of world to claim the Felspire for their own. Rafe – the Noble One, is the prince of the last human empire. As a mage, Rafe is at one with both nature and mysticism. He possesses the ability to harness natural forces, summon the flames of hell, and use lightning to roast all those who stand in his way.

Archers possess accurate, ranged attacks. They are elegant, swift hunters with the ability to track game thousands of miles away. The Elven archers have been staunch allies of the humans and have proved to be invaluable in their quest to secure the sanctity of the Felspire.

Warriors are brave and fearless. They always take the brunt of the initial collision and resist frontal attacks. Tork, the most famous of warriors leads by his own fearless fortitude and conviction. He desires not only to bring peace and stability to Eremos but to vanquish the forces of “other” into utter obscurity.

Apart from playing these legendary characters, players will transform classes and start down their own unique, treacherous paths. When each class reaches certain levels, they’ll transform into a new and higher rank by fulfilling some quests which function a little bit like proficiency tests. Warriors will have a chance to transform into Knights, Templars, Paladins, or even Champions. The Classic Transformation will bring players massive attribute boosts and open new stages of development and quest lines.

The closed beta starts on the 3rd of August, join to get an exclusive gift pack and start your journey in the world of Eremos! http://news.37.com/fs/cover

Chrono Wars Introduces Cavalry and Wedding System

Chrono Wars Introduces Cavalry and Wedding System news header

MMORPG Chrono Wars has introduced systems of love and war this July.

Cavalry System
Activating the Cavalry improves a character’s basic attributes, and grants players temporary weapons which they can imbue to become even stronger. Black Crystals can be found from daily quests and the Cellar to activate the Cavalry.

Wedding System
After level 52, players can unlock the partner system and begin their relationship with an unmarried player of the opposite sex. These players can then build their intimacy by completing campaigns together and using special stones. These wedding rings also grant additional skills and attributes, though these are lost if the players decide to divorce.

Of course, no wedding is complete without a ceremony. Five time slots each day are available for happy couples, and all guests receive gifts for attending. The larger the wedding, the bigger the gifts for everyone!