Yearly Archives: 2015

Brave Brigade Joins Ban Hammered Event

Brave Brigade Joins Ban Hammered Event
ZQGame Global, today announced another of its mobile RPG’s, Brave Brigade will be joining ZQGame’s previously announced Ban Hammered Welcome Event. The event welcomes the 100,000 players banned from Az’roth for using third-party software to auto-play their beloved MMO.
 
Brave Brigade: Hero Summoner includes auto-play options for “hardcore” players to aid in searching for ultra-rare items and use to make their characters stronger.
 
“There’s no sin in the use of auto-battle options for RPG’s,” said Dennis Jaurigue, Community Manager, ZQGame Global.” The practice is nothing new. Brave Brigade is inspired by the mother of all RPG franchises, Final Fantasy, which have used auto options in a few of its titles.”
 
Officially announced earlier in the week, ZQGame’s Ban Hammered Welcome Event invited banned players to its other respective RPG’s, Soul Guardians: Age of Midgard and Celestia – Broken Sky; both with auto-battle options.
 
Starting today, new players to Brave Brigade who enter the code banhammered will recieve an exclusive and generous starter pack to start their new journey. Coupon limited to the first 100,000 players.

Blade & Soul: Announcement Livestream Re-cap

By Michael Sagoe (mikedot)

After several years of waiting, NCSoft has finally re-announced that Blade & Soul will be coming to the west (for REALS this time), and they are 100% prepared to bring the hype as they ramp up for the game’s closed beta (Fall 2015) and launch this holiday season (Winter 2015/6). To get the hype started, they hosted a livestream session today on Twitch, featuring several producers and community managers working on the game. For those that have been unfortunate enough to miss the livestream that was hosted recently, I have prepared a quick recap of all the important details that were covered during the session.

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  • US/EU version will technically not be “based” on any foreign client. Rather, it will be tailor made for the western audience.
  • They discussed their plans for localization, which will not be a simple translation of Korean to English. Their plans for localization and “westernization” extends towards gameplay balancing, re-writing story elements in a way that English speakers can understand and more.
  • Various races that are currently available where shown off, including the Jin, Gon, Lyn and “Yun.”
  • They went on to explain that the Kun race was changed to Yun due to the word Kun being possibly offensive in certain European languages.
  • Their character creation system was then demonstrated on the stream, and it still holds up as one of the most extensive character creation systems ever seen in an MMORPG. The hosts mention that players have used the character creation tools to re-create various famous people in real life.
  • The four guardians’ announcement trailer was shown off once more (well more than once).
  • The hosts mention that fans have been expressing their interest for having multiple voice packs available for the US/EU versions. The hosts respond to this by saying that they will consider including extra voice packs into the game as an optional download.
  • They finally showed off some gameplay, showing off the Qing Gong system as the player performs several movement-based skills including gliding, diving, water walking and more.

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  • Other forms of Qing Gong movement and transportation were shown off during the stream, including dragon streams.
  • Live combat was shown off. The hosts then explained that the gameplay structure of Blade & Soul was vastly different than in most MMORPGs, as the game has no dedicated healer class. There will be support abilities across all the available classes, but everyone must do their part to keep themselves alive, as well as defeat the enemies as a group.

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  • The death and recovery system was shown off, demonstrating that players can revive themselves by mediating whenever they are defeated in battle. Average meditation time takes about 20 seconds and players that are within an enemy’s range can be attacked and killed while meditating.

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  • Dungeons locations were also shown off. They expressed heavily that the game will include a cross-server dungeon finder.
  • Even though Blade & Soul has been released in foreign territories for several years, the hosts mention the reason they’ve waited so long to release an English version was in order to fix bugs and latency issues. Unlike most other MMORPGs, since the game is already finished, they won’t have to worry about content or balance issues.

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  • The English version of Blade & Soul will ship with the first three acts of the game, whereas the foreign versions of the game currently have six acts. This is in order to keep the game fresh with new content so that players will not blaze through the story within a week or so.
  • They also mention that the foreign versions of the game are still being worked on with new content and new story acts. Over five years of story content is currently being planned for the future.
  • PvP was discussed, expressing that various PvP modes will be available at launch, as well as Doboks (martial arts uniforms) will still work the same as they do in the Korean version. Players will be able to wear certain doboks in order to flag themselves for PvP.
  • They mention that Blade & Soul has a huge eSports scene in Asia. They hope to see western audiences supporting Blade & Soul’s PvP in order to kickstart an eSports scene for the English version.
  • Itemization was shown off, including refinement and the Soul Shield (Bopae) system. The soul shield will allow players to switch costumes and stats at will, allowing them to wear the outfits they want with the stats they want.
  • Omeed then expresses his pet peeves in MMORPGs such as weapons and items being expressed as legendary equipment, but only being worth some minor pawn shop quality price when sold to NPCs as a means of preventing inflation. They also mention that weapons also do not break when being refined, another of his major annoyances in monetization systems. These are things they will keep a close eye on balancing going into the western version.

After all the demonstrations were said and done, they then went on to answer various questions from the audience.

  • Beta keys are currently not available but are being planned for the future.
  • There is currently no plans for regional IP blocks.
  • There will be no fatigue/vigor system like in the Chinese version.
  • Servers will be located in Dallas, Texas for NA and Frankfurt, Germany for EU.
  • The Blade & Soul Dojo fansite was given a shoutout, as this fansite is one of the oldest English B&S fansites in existence.
  • There will be contests, events and holiday events.
  • Character transfers will not be possible from foreign versions of the game to the English version.
  • A fansite kit will be available soon.
  • There’s currently no details regarding founders’ packs.
  • The game will NOT be censored.
  • Lastly, a cutscene from the game was also shown off as a player-controlled character was preparing to ambush a gang of thugs. The voice acting was incredibly cheesy (which I personally loved since it gave the game a dubbed Kung-Fu movie feel)

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All in all, the stream contained a wealth of information for those that are new to the game and are longtime fans, as well. As more livestreams will be prepared for the future, staff members of NCSoft will be visiting the Blade & Soul Dojo fansite to answer any and all questions until their own official forums will be ready for the public.

Stronghold Kingdoms Hits 4 Million Players

Stronghold Kingdoms Hits 4 Million Players

Firefly Studios’ castle MMO Stronghold Kingdoms has reached a new milestone in development. Just over a month since its release on the Mac App Store, Firefly Studios can proudly reveal that the game has reached its four millionth player registration. Stronghold Kingdoms also remains the most popular free-to-play real-time strategy game on Steam, with more active players than Magicka: Wizard Wars and The Mighty Quest For Epic Loot.
 
Players from over 100 different countries have now signed up to build a castle and expand their online kingdom. Stronghold lords and ladies tend to hail from the US, UK and Western Europe, with the series’ fan base in Germany ensuring a steady stream of new players. The series’ expansion into MMO territory has also helped Firefly expand its audience with nine supported languages, dedicated game worlds for Turkish and Brazilian players and even the odd player commanding their online forces from the Vatican City!
 
Despite the game’s lengthy development history which stretches back to prototyping and closed alphas in 2009, Firefly Studios is still hard at work on new features and expansions. Stronghold Kingdoms: Rise of The Wolf recently introduced new PvE gameplay, improved AI and classic Stronghold characters for players to do battle with. Today Firefly opened a ‘Europe’ game world to accommodate for the hundreds of thousands of active players who log in every month. Accurately recreated in-game, this new map is a direct response to requests from the community for more game worlds on a grander scale than those based on single countries.
 
“In the coming months players can expect Kingdoms’ scale to continue to grow”, said Marketing Manager Nick Tannahill. “We’ll accomplish this primarily with new world types that expand the actual gameplay, achieving our ultimate goal of grand strategy in an MMO. We also have a few surprises planned! These will be significant pieces of work that appeal to new players just as much as they do existing Lords.”

Wargaming Joins Forces with Melesta Games

Wargaming Joins Forces with Melesta Games

Wargaming is excited to announce its partnership with Melesta Games, a prominent mobile developer from Belarus. With this partnership, Wargaming will continue to strengthen its position on the mobile market, one of its key strategic objectives. This also allows Wargaming to experiment with new business models for its mobile games.
 
“Partnering with Melesta Games was a natural choice for us,” said Andrey Yarantsau, VP of Wargaming. “They have an excellent portfolio of mobile titles, a wealth of experienced people, and their close proximity to our Minsk studio will help streamline our work. We all feel very positive about our future cooperation.”
 
Through this partnership, Wargaming will share its publishing expertise, supporting Melesta Games’ projects to help both companies flourish. Melesta will continue to create titles in their core areas: casual games for mobile platforms.
 
Melesta Games is a mobile games developer with a player base of over 11 000 000 people from more than 60 countries around the world. Established in 2007, the studio has built an impressive range of over 20 projects, including the popular Toy Defense and Farm Frenzy game franchises.
 
“The deal is a big move forward for us,” said Alexey Meleshkevich, founder of Melesta Games. “We’re very excited about working together with a company like Wargaming.”

Lies of Astaroth Mobile Review

Lies of Astaroth Review

 

With the glut of games available on both Android and iOS, it’s no surprise game developers started smashing genres together in hopes of creating a product to stand out from the rest of the cookie-cutter games available on our touch screens. One of these games that has seen strong success is Lies of Astaroth, a collectible card game RPG from iFree Studio. The store page boasts it as a “top 5 card game in more than 50 countries,” which is a great bait line to throw out for potential players. While Lies of Astaroth’s claim passes a lie detector test, its gameplay proves that popularity isn’t everything.

 

Cards, Runes, and Deck Building

Lies of Astaroth’s deck building and card mechanics are simple and standardized. Each card has an element (Kingdom, Forest, Wilderness, or Hell), rarity, wait time, and cost. Wait time acts as the game’s resource mechanic, indicating how many turns you must wait after drawing the card to put it into play. Cost is an arbitrary number, primarily based on the rarity and power of the card, which factors into the game’s deck building mechanic. As seen in many other mobile games with card or party mechanics, each player’s deck has a limited total cost and number of cards which increases with level. The total cost limit acts as a soft cap on the power of a deck and as an equalizer in PvP. Deck size is quite prohibitive – its maximum limit is ten – which enforces the idea that the game is geared more as an RPG and less a CCG.

Lies of Astaroth Review

Each individual card also has its own level, attack power, hit points, and skill. All cards can be leveled up through the enchanting system, which turns unwanted cards into experience. As cards gain levels, they also gain attack power and hit points. At certain level milestones (usually level 5 and 10, but it depends on the card) cards also gain skills which will activate in battle automatically. The game offers easy ways to obtain fodder cards and even feast cards worth high experience, but it still takes a lot of enchanting to bring an individual card to its full potential. At higher skill levels, Enchanting also allows you to “skill shuffle” for a potentially better skill.

Lies of Astaroth Review

Despite the presence of four elements, Lies of Astaroth does not have a resource system like Magic: The Gathering. Elements occasionally do cause effects on certain skills, such as the Royal Guard’s ability to boost all Kingdom cards on the battlefield or the Gargoyle’s increased attack against Forest cards. However, these skills are not standard and decks generally neither require nor reward synergy. Deck building focuses more on the skills you want, such as a card with healing or parry to mitigate damage, and how powerful those cards are. While this is fairly important (much like other card games), the combat system makes even these choices feel negligible.

Lies of Astaroth Review

In addition to cards, decks also have an element called Runes. Runes are essentially skill cards, equipped to a special slot in your deck. You can ultimately have up to four runes equipped at one time. Runes’ abilities are activated when certain conditions are met on the battlefield, and are one of the most powerful plays in a match. Runes can also be enchanted to raise their power, but can only use other rune cards as experience fodder. These cards are rare – as any powerful artifact should be – and it takes a while to earn enough runes that fit your deck or play style.

 

Game Modes

The bulk of Lies of Astaroth’s gameplay lies in its single-player campaign, found through the Map icon. A light story unfolds as the player character becomes an unlikely and somewhat unwilling hero. You will find multiple numbered maps, each with multiple stages that unlock as you progress. Before each stage is a little dialogue to set the scene, which is (thankfully) neither long nor serious. Each stage is further tiered into Easy, Medium, and Hard difficulties with different victory conditions; higher difficulty levels unlock as you beat lower ones. Completing all the stages nets extra rewards and can award various achievements.

Lies of Astaroth Review

Also found in the single-player mode are Thieves and Maze Towers. A Thief is a random event that can occur when “exploring” a stage (an additional action that can net various items and rewards). Once discovered, these bosses can only be attempted for a short period of time. Thief hit points don’t reset, allowing you to return and attack a second time if you fail, after an attack cooldown. Game friends can also assist you with thieves, which earns them their own rewards. Maze Towers, on the other hand, are found at the end of every map except the first. These are special stages that can be reset once for a free daily. Mazes consist of multiple floors that appear like game boards that you may move your hero on, and each has a set number of enemies and chests. Moving on the board does not cost energy, but battles will. Complete the maze to earn bonus rewards for your effort.

Lies of Astaroth Review

The remaining game modes may be found in the Arena. Free Match allows you to fight another player once every ten minutes without any cost or reward, and serves as a fair way to see how your deck holds up in the current rankings. Ranking Match allows you to fight fifteen times per day for free (subject again to the cooldown) to push your PvP ranking and gain experience and coin. You can also try your luck in the game’s regular Tournaments, which have entry fees and strict rules but also excel in the rewards they offer to winners. Clan Matches allow player guilds to lay claim to territories and battle it out for special gold bonuses. Clan matches are special, time-based battles in which players must be active and online during the match. Clans send four players out in the field in a “last man standing” style tournament, with the winning clan getting to hold the territory for a day. Clans can offer a great deal of benefits to their players, and these matches are the most unique thing LoA has to offer, making it the most exciting part of the game.

Lies of Astaroth Review

Finally, there is Dungeon, unlocked at level 30. This special mode is a tiered dungeon with one hundred floors. Players start daily on level one, and must try to fight their way to the top with limited losses per day. Each level has a special victory condition that may grant extra rewards, and a few milestone levels exist that make it easier for players to “sweep” to a higher level the following day. Completing levels also awards “rage,” a special currency that is reset daily. Rage can be used to buy dungeon-only buffs to further assist your climb to the top. Though it can be tedious, the Dungeon is a constant new challenge for players to face and defeat.

 

Combat

The battlefield is a fairly straightforward mirrored board. On the left you will see your enemy’s hero, your own hero, eachother’s runes and hit points, and the current turn number. Along the top and bottom are the ‘hands’ of drawn cards, visible to both sides, waiting to be played. On the far right are card “graveyards” for defeated units plus additional battle options, including auto attack, passing, skipping, and turn speed. I’ll come back around to “Auto” and “Skip,” but the ability to boost turn speed by three times is a feature many card gamers will be grateful for.

Lies of Astaroth Review

Each turn in LoA follows standard card game rules of playing cards into the field followed by attacking, but there’s very little input involved from players. A player’s turn consists of making one decision: play a card or pass. Cards will attack and heal on their own based on their own AI priorities; if you want a certain enemy taken out, or would prefer to focus on the enemy hero, you’re out of luck. Unfortunately, Lies of Astaroth has fallen into the trap of automating too much gameplay, particularly for its genre. With weak deck mechanics and little player input in each battle, even in PvP, the idea of LoA being a card game is almost a farce.

In fact, its attempts at being an RPG are equally weak: the player character has nothing but a deck to manage, and personalization is limited to a name and choice of gender. Level, experience, and hit points of the hero are all static points on a linear line. The game does have a thin story in its single player campaign, which, while at times is humorous, doesn’t make up for flimsy gameplay. To top it off, the fact you can allow the AI to automatically take turns for you (with a very high success rate) and even skip past battles in certain modes, means there’s very little left to praise.

Lies of Astaroth Review

Interface

Of final mention is the game’s interface. Lies of Astaroth takes a somewhat low-resolution approach to mobile gaming, opting for extra-large buttons and simplified controls. The end result is a cluttered, messy experience that can be downright frustrating for experienced gamers. The game’s main screen is claustrophobic, sacrificing 50% of its space for the UI, half of which is overlaid if you pull open the chat window. Switching cards in a deck requires tapping the card to pull up its information, clicking remove, finding the card you want by scrolling, tapping it, and clicking add – all unnecessary steps when plenty of card games allow for a simple “swipe and swap” interface. Card sorting itself is awkward, using a slot-wheel system that lets you select from preset sorting options rather than selecting by characteristics. Since the game lacks a proper text search function, you’re forced to go through these wheels of choices to find the best possible sorting option to locate your cards. Not only does this make deck management a pain, it makes the enchanting process downright arduous. While the game’s art is of decent quality, it feels out of place on modern phones and tablets where higher resolution art and graphics can be displayed. The whole experience makes Lies of Astaroth feel dated.

Lies of Astaroth Review

 

 

 

Final Verdict: Fair (2/5)

Lies of Astaroth isn’t the worst mobile CCG or RPG I’ve seen, but in many ways, it’s also barely passable given the current era of mobile gaming. It has a fair cash shop and free currency is given away almost daily. The Clan Match and Dungeon modes provide great, engaging daily content to participate in, and there are regular events that add other goals to work toward. However, the rest of the game’s modes are lacking and the gameplay itself suffers from oversimplification and slow progression. With low resolution graphics and a user interface that would wear on anyone’s nerves after a few days of playing, there’s only a little about Lies of Astaroth left to love. While players looking for a very casual entry into card RPGs may enjoy LoA, I’d advise any experienced players to stay away from its murky den.