Yearly Archives: 2015

Act of Aggression Gets New Website and Screenshots

Act of Aggression Gets New Website and Screenshots
Eugen Systems’ near-future real-time strategy game Act of Aggression today launches its feature-filled website, where you’ll find all the information about the game prior to its VIP beta to be announced soon. When you’re done learning about the gameplay mechanics of Act of Aggression and each of its three playable factions, take a look at the new screenshots as the US Army pit it out against the shady Cartel private organization, with the helping hand of the Chimera forces.
 
Soon, we’ll be showcasing the Chimera in a video dedicated to the elusive task force. Until then, here’s a brief overview of each faction in Act of Aggression.
 
– The Cartel: stealthy operatives born out of private military contracts, with the latest prototypes. Fragile and expensive but stealthy and powerful, this secretive faction is difficult to master.
– The US Army: exhausted by endless fighting across the world, are brute-force veterans; they can skill up in specific roles and improve their veterancy, but use current-generation technology.
– The Chimera: a UNO funded task force designed to have a plan in mind for every situation. You can mold their units through upgrades into specific roles, or leave them as a jack-of-all-trades.
 
Across large, authentic maps, players will harvest resources, build bases strategically, defend them, and produce all kinds of units to match the wit of their opponent. Extend your base network with off-base refineries for harvesting resources, and protect supply networks ensuring a stable income of cash and minerals. You’ll even fight other players for occupied banks as a supplementary income, and capture crews bailing out from tanks and planes or wounded on the battlefield to take as prisoners of war.
 
There will be a VIP multiplayer beta for Act of Aggression in the coming weeks — otherwise, Act of Aggression launches Spring of 2015.
 
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Vainglory Interview: First Official Tournament and Skins Update

Questions By Jaime Skelton (MissyS), Senior Editor
Answers By Kristian Segerstrale, COO Super Evil Megacorp

 
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Yesterday, Super Evil Megacorp made two major announcements for its hit mobile MOBA, Vainglory. First the details for the first official eSports tournament, hosted by ESL, were revealed; then the Skin system was introduced to players for the first time. We had the opportunity to sit and talk briefly with Kristian Segerstrale, COO and Executive Director, to gain more insight into these important milestones for Vainglory.

 

 

Kristian: Today’s a big day for us, because of the ESL announcement along with the update going live. This is the biggest update to the game ever. We’ve been pretty diligent about putting up updates every 4-5 weeks, and we’re finally launching the highly anticipated skin system. So far the community has been really happy and we’re excited to work with them to see where the system goes from here.

 
Vainglory Skin Reveal Interview
 

Jaime: Let’s talk about the ESL announcement first. I noticed that it’s currently set in Europe. Is there a specific reason why this tournament is located only in Europe, and when might North America see something?

 

Kristian: We actually started our preparations for ESL as early as last summer, and we’ve been incredibly impressed with them as they are a nearly a decade old eSports organization. They have been incredibly good at helping us think about the approach to eSports in general. Our dream at the end of the day is to make a game that’s just as fun to play casually with your friends at home as it is to play at a world class level in a stadium. This represents our very first step into eSports and one of the first for touch screen eSports. The reason we’re jumping into this in a small scale and testing the waters in Europe is because we’re actually hosting cup series at the ESL headquarters in Frankfurt. By hosting it there, we are both committed to learning as much as humanly possible about hosting eSports, and how to improve and scale up globally to ensure we have great Vainglory competitive environments in every region. To be honest the Vainglory community’s already organizing tournaments around the world so we’re very excited to be supporting those. This first official cup series is helping us so we can work with the community how to build the best eSports for Vainglory and improve from there.

 

 

Jaime: What will the prize pool will be like for this particular cup series?

 

Kristian: There is a grand prize of 1000 euros, plus NVIDIA Shields for the winning team. The individual bracket competitions also have small prizes associated with them as well. We want to emphasize, though, that this is our very first foray into eSports: it’s not about the size of the prize pool, but meeting the demand for competitive play in Vainglory. It’s important for us to start small and cautiously so we can work with the community and build out from there.

 

 

Jaime: What are your plans after the tournament in order to take a look at the data and experience and continue the eSports development?

 

Kristian: We want to build things one step at a time in close collaboration with the community. We believe very much in learning together with our community. Our plan is to kick off this cup series, learn what we can from it, and determine our next steps from there. I think our ambition and dream is to build the competitive Vainglory scene the way the community wants it to be. We’re taking a small baby step into what we believe will be an exciting world.

 
Vainglory Skin Reveal Interview
 

Jaime: Let’s shift to the skins update now, where players can find component cards in the spoils at the end of the match and use them to craft skins for their heroes. Are the cards that you obtain from spoils going to be tradable at all?

 

Kristian: They are not tradable at this moment, but it is an intriguing prospect. This skin update is the very first in a series of updates that will build up the skin system over the next couple of years. What we launched today is the very basic building blocks, the idea of skin tiers and cards. We will be building on those concepts over the coming months and years. So today, there is not any kind of tradability, but it is an interesting idea.

 

 

Jaime: Will all the cards be obtainable via spoils, or will any cards require a microtransaction purchase?

 

Kristian: There are four tiers of cards, common, rare, epic, and legendary. Today we only launched the first two tiers of cards, but even as the other tiers get launched, they are all earnable through spoils of war. Of course, the rare cards will be pretty rare.

 

 

Jaime: Let’s say a player is only missing one card from what they need to craft. Will they be able to purchase that card at all? Or will they be stuck working hard to get the card from spoils?

 

Kristian: Currently there is no way to purchase cards, but we do have a cards market that we are working on so that you can purchase cards you’re missing.

 
Vainglory Skin Reveal Interview
 

Jaime: What are the odds like for being able to obtain cards in spoils?

 

Kristian: You will not receive a card in every game, but we want you to receive cards fairly often. You won’t see cards after every game, but the more games you play, the more likely you are to find them.

 

 

Jaime: Are cards consumed when used, or do they remain permanently on the account?

 

Kristian: They are collected permanently and can be accessed anytime. Ed: Additional clarification provided by the team: “When you collect a card, it is saved in your player account and permanently yours. You can easily find them under “my cards” in your player profile. When you use cards to weave a skin, yes you do consume them, and the used cards vanish from your inventory.”

 

 

Jaime: One of the issues I was seeing mentioned by the community in response to this update is the ice cost of the tier one skin cards. Is this just an option in addition to crafting the card?

 

Kristian: Correct, there’s nothing in Vainglory at all that cannot be get by playing the game. You can unlock them with ice if you don’t want to take the time to earn them. But you cannot purchase any additional tiers with ice, they have to be crafted.

 
Vainglory Skin Reveal Interview
 

Jaime: And the cards/skins are completely cosmetic, correct?

 

Kristian: Right, they have no other significance or effect on gameplay.

 

 

Jaime: What kind of general timeline do you think you’ll have for getting the next step out there for the skin system?

 

Kristian: We are pretty diligent in launching an update every 4-5 weeks, so with that kind of cadence it won’t be long before we’re adding more skins and features.

 
Jaime: Thanks for your time Kristian. If you want to learn more about Vainglory and these updates, check out their official website http://www.vainglorygame.com/.
 

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Neverwinter: Underdark Coming in 2015

Neverwinter: Underdark Coming in 2015
This morning, in conjunction with Wizards of the Coast, Perfect World announced their newest module release for Neverwinter – tentatively titled Neverwinter: Underdark – which will release for PC in 2015 with Xbox One to follow. Although details are limited, Neverwinter: Underdark will see players travelling to Menzoberranzan where adventurers will fight alongside Drizzt Do’Urden. A new quest line written by Drizzt’s creator, R.A. Salvatore, will also be added.
 
Neverwinter: Underdark will be proceeded by Neverwinter: Strongholds, which will introduce guild housing and more.

The Secret World’s Season Finale is here!

The Secret World's Season Finale is here!
The Secret World® has just gotten a major content and story update with Issue #11: Reaping the Whirlwind. The game’s deep, dark and unique story has been told from launch and through eleven content updates, and now the first season finale is here!
 
The players fight their way through the Orochi tower, challenge eternal beings, grasp the ultimate power and will finally reap the consequences of their choices. Everything so far has been building up to this story climax, but it is of course not the end – it is merely the end of the beginning.
 
Issue #11: Reaping the Whirlwind offers hours of new content as the players can explore twenty-one unique levels of the Orochi tower in Tokyo, as they challenge the world’s largest corporation and its powerful CEO. The players will be rewarded with an Ultimate Ability based on their choices in the main story since launch. They also get a taste of what is to come, and learn that defying eternal beings comes at a heavy price.
 
You can read more about the update here, or watch the official trailer here.

Potato Killer Studios Announces Fangold

Potato Killer Studios Announces Fangold

“The battle was imminent. I was marching to the front when I met a weird Ferliath on the road. He asked me if I wanted to relax a bit before going to fight. I did not know if I would survive the next day, so I gladly accepted. That was how I found myself in canvas trousers, gambling the last shoe too in the luck of Fangold….” Potato Killer Studios is proud to present Fangold: the eventful adventures of Land of Britain, a new cross-platform free-to-play digital collectible card game for Windows®, Macintosh®, Linux®, Android® and iOS®,  set in the world of Land of Britain, the innovative fantasy MMORPG already presented in recent months.
 
In Fangold, the players will create their own deck of cards exploiting the skills of the 6 Heroes for each realm and for their ability to control the five elements (earth, fire, water, light and air). Each skill can be enhanced by gaining experience, thus giving a way to learn new skills.
 
You can choose between the classes already available in Land of Britain as the magician, the curator and the warrior. It will be possible to acquire new cards in the game and buy them with real currency or the in-game gold. Among the features that Fangold will have there will be online multiplayer, matchmaking and introductions of some new features such as the Adventures Draft and Dungeon’s Quest modes that will introduce a series of events, giving players a chance to win cards, gold and more challenges in PvE.
 
The game also provides a mechanism for crafting: you can delete the unwanted cards and acquire in exchange some Elements to be used to produce other cards – items that will be over-the-counter even in the Adventures Draft and Dungeon’s Quest modes.
 
The cards feature a sophisticated design, with artwork from the world of Land of Britain, so as to be attractive, but at the same time easy to read and interpret.
 
“Fangold is as much fun as simple, with mechanicals capable of giving great depth and therefore it is extremely interesting for the casual player, and for the most hardcore one too” – says Luca Panero, lead game designer and Killer Potato CEO and co-founder – “playing Fangold will be an incredible experience, there will never be a turn in which you cannot do something, there will always be a way to use your resources and being always in the game is something that we wanted to see in other games and we were able to put it within a dynamic and varied gameplay.”
 
With Fangold, Potato Killer Studios has a twofold objective – to introduce the players to the vast world of Land of Britain, offering a fun, enjoyable and suitable game for everyone; Fangold also allow us to raise the necessary funds to finance itself independently and continuing the development of Land of Britain. So Potato Killer Studios gives to the users the chance to test and evaluate directly the great capacity of the study technical development and game design, the same skills that are also employed for the development of Land of Britain, an ambitious project that for be achieved at the best level needs constant investments.

 
Next week we will launch Fangold Official website where you can find information on the gameplay, the cards for deck and many other things.
 
The Fangold project will be officially launched on Kickstarter soon, stay tuned!
 
Remember that…
 
“…You will use every single drop of your mana…
you will always play the protagonist in your game and you will never be the passive spectator…
every move has consequences…
You’ll have fun as hell my basement… we bet?”

Oculus Announces Consumer Version

Oculus Announces Consumer Version

Since the earliest days of the Oculus Kickstarter, the Rift has been shaped by gamers, backers, developers, and enthusiasts around the world. Today, we’re incredibly excited to announce that the Oculus Rift will be shipping to consumers in Q1 2016, with pre-orders later this year.

 

This is the consumer VR we’ve all been waiting for. The Rift delivers on the dream with compelling content, a full ecosystem, and fully-integrated hardware/software tech stack designed specifically for virtual reality. It’s a headset designed by a team of gamers, game developers, and industry legends to push the limits of what we believe gaming is and what it can be.

 

The Oculus Rift builds on the presence, immersion, and comfort of the Crescent Bay prototype with an improved tracking system that supports both seated and standing experiences, as well as updated ergonomics for a more natural fit, and a highly refined industrial design.

In the weeks ahead, we’ll be revealing the details around hardware, software, input, and many of our unannounced made-for-VR games and experiences coming to the Rift. Next week, we’ll share more of the technical specifications here on the Oculus blog.

 

Virtual reality is going to transform gaming, film, entertainment, communication, and much more. If you’re interested in building a next-generation VR game or application, everything you need to start developing for the Rift is available at the Oculus Developer Center.

HEX: Shards of Fate 2015 Beta Impressions

By Mohammad Abubakr

 

 

Many digital card games are simply the physical card games transformed into a digital format. You never really see the digital format being used to its full potential. The traditional digital card games are like simple PDF files for paper books. These simple PDF files can be improved upon and offer additional features found in eBook readers such as built in dictionaries and search which are not possible in paper books. Following the same idea, HEX aims to make full use of the digital format and present players with a card game that is simply not possible in the physical form. Read on for my first impressions of HEX, a card game that promised to tie in MMORPG elements since its Kickstarter, and is at long last beginning to deliver on some of these promises.

 

HEX: Shard of Fate can be classified as a TCG/MMORPG (trading card game/massively multiplayer online role playing game) that takes the traditional elements found in card games and adds in additional elements from MMO games. The game is developed by Cryptozoic and was backed by the highly successful Kickstarter campaign raising almost $2.3M with 18K backers. This success shows the potential of HEX while building a great community before the game has even been released.

 

To begin, HEX offers what you would expect from a card game: you can collect cards, build your deck, and use your unique deck to battle against AI or real players. If you are familiar with any TCGs, you should be able to pick up the basics of HEX with ease. In short, a generic game of HEX features players taking turns playing cards with the aim of depleting the enemy champion’s (player) health points. If you are completely new to TCGs, the in-game tutorial does a great job at explaining the basics of the game. It goes into great detail to explain the user interface, the playfield, cards, and some basic strategy. I found the tutorial to be very well done but the developers have ensured me that they are still working on improving it even more. Although the game is complex, new players should have no problems getting into the game with basic enough of understanding to complete matches, even if veteran players trounce them in ways they might not fully understand.

 

 
Hex Shards of Fate 2015 Beta Review

Every champion plays around a unique deck.

 

While I was playing through the game’s tutorial, I was really impressed by the board design and user interface. It is very easy to understand what is going on and everything feels natural. There are some things that could use some work such as additional notifications if you are unable to do an action or tips to guide players in the correct direction. For example, I kept dragging my cards where I wanted to play them, but they would just fly back into my hand; you have to place them in the middle for them to be played. Additionally, while the board looks nice, it doesn’t feel alive. Aside from the occasional effects, the board looks flat and dead. Additional effects or 3D graphics should make the board (table you play the game on) feel more natural, real, and alive. Hearthstone and Infinity Wars both do a great job in this regard by providing interactivity across the board, either through reactive locations you can click, or fully animated cards.

 

When you pull yourself back and realize the game is still in the middle of beta though, what is present impresses. The graphics and animations for playing cards, or making cards attack show serious style. I am hoping to see additional effects for attacks after the beta. It is unreasonable to expect unique attacks for each card, but it would be nice to see different effects for different types of cards or spells. The animation for opening booster packs is also amazing. Cards spew out of the pack to fly across the screen before slowly flipping to reveal your loot. Cryptozoic has produced enough physical TCGs to recognize the addictive experience of opening physical booster packs, and is clearly putting the effort in to recreate that feeling of excitement in the digital world. Moving on from animations, the designs for cards are well done. The team behind HEX is by no means tiny but it is still not very large, even with these limitations the artists have put in their full effort to design the cards.

 

 
Hex Shards of Fate 2015 Beta Review

Custom sleeves can be used to make you stand out.

 

Overall, the gameplay combat is similar to other games where you place troops that can attack the enemy. However, in HEX troops are only able to attack the enemy player directly, meaning you’re helpless when it comes to removing your opponent’s troops from the field by ordinary means. This puts the power in the hands of the defender, allowing them to choose if they want their troops to block incoming attacks, or sacrifice their health bar to maintain their field presence. All cards have attack and defense stats which are used to determine the result of battles. This combat system makes the game move along faster with new tactics that shake up the formula for more experienced TCG players.

 

So far, everything we have seen is just like a normal TCG. You might be asking, where is the MMO portion of HEX? The game allows players to customize their decks and play style by creating unique cards and champions. The champions act as your avatar playing the cards; these champions all have unique abilities which can be used through the game. For example, my dwarf champion lets me summon machine robots that can only be used for defense. While this is a nice addition to the game, it is not enough to bring the TCG to the MMO level of customizability. Every TCG player wants to create their own unique cards, HEX somewhat fulfills this wish by allowing players to add equipment and sockets to cards. All sockets are available from the get go but only some cards are socketable. With these additional options, you can create truly unique decks.

 

 
Hex Shards of Fate 2015 Beta Review

The interface and board design is really nice.

 

However, customizability isn’t the only option we see in MMO games. Like MMORPGs, HEX allows players to run through dungeons and raids, fighting off AI in order to gain loot. In the beta we only have the Frost Ring Arena, which is just a tiny piece of the envisioned PvE system. This arena allows you to defeat as many opponents as you can and awards you with prizes based on how far you get. The Frost Ring Arena is a great way to practice and obtain new cards.

 

You don’t just get cards by playing the game, you have to work to purchase booster packs from the in game store. Like all games, HEX needs to provide a return for the developers. Fortunately, the monetization model in HEX is very well done, the developers describe the game as “free to access.” You will need money later on if you want to progress in the game, but you can always play for free. There are two currencies in the game. The premium currency purchased with real money can be used to purchase booster packs for new cards. Additional cosmetic items such as custom art can also be purchased from the in game store.

 

 
Hex Shards of Fate 2015 Beta Review

Every win in the Frost Ring Arena means better prizes.

 

In order to allow even free players to play the game and encourage trading, an auction house system is present in HEX. Players can sell anything on the auction house, except custom sleeves which must be earned, for either gold or platinum. This systems allows players to play how they want, either grinding out gold to trade with paying players, or rushing your deck progress by purchasing platinum. Trading is a major part of physical TCGs, so I was happy to see an auction house system in HEX. You are also able to use the mail system to send players cards or currencies directly as well.

 

My favourite part about the game is the tournament system. Every day there are tournaments going on which players can buy into. My favourite way to play TCGs is to have each player open booster packs and build new decks on the spot. With the tournament system, this method of play is possible! You need to buy in with money and booster packs, and the best players are awarded prizes. As mentioned above, the auction house system can be used to obtain the required items even for free players. If daily tournaments are not enough, larger tournaments, such as the upcoming $100K prize pool tournament, are also in the works. The eSports scene looks bright for HEX, but its all speculation until we see the first major successes from a major sponsored tournament.

 

 
Hex Shards of Fate 2015 Beta Review

There are many gems available for socketing.

 

Conclusion: Great (for a beta state)

 

In conclusion, HEX is a great TCG/MMO. I had a lot of fun testing out the game during its beta stages and can see how the various parts are slowly merging to create a comprehensive quality title. The successful Kickstarter campaign proves that there is interest in the gaming community for a competitive TCG that goes beyond the realm of physical card games. With a little more polish, HEX can easily become on of the best digital TCGs.

 

With the game allowing anyone to play without a beta invite, I highly recommend checking HEX out as well as following it regularly.

 

 

Graphics: 3/5
The art style, graphics and animations in HEX are well done. However, more unique animations could bring this game to the next level. You have to keep in mind that its still in beta, but sooner or later HEX needs to address the similarity of attacks, and dead feeling of the board. Simple additions such as unique attack animations for spells and adding interactions on the board can make a big difference.

 

Control: 4/5
The controls are great, you don’t need anything other than a mouse for a TCG. After the beta, I hope to see more on screen tips guiding new players with actions to ensure they do not get confused. I had to spend a bit of time placing cards on the board as if you do not place it in the centre, it would pop back to your hand.

 

Features: 5/5
There is so much more I could talk about for HEX, but that might have to wait for the full review. There is a lot you can do in HEX, it has a lot features with many more on the way. You can easily get lost in everything HEX has to offer. On the flip side the game may overwhelm those unfamiliar with the TCG genre.

 

Customization: 5/5
As you would expect from a card game, the customization is great. You can create unique decks, select champions, create unique cards, and even change the look of your cards.

 

Community: 5/5
The community has been proven to be great from the successful Kickstarter campaign. You cannot raise 2.3M dollars from 18K people with a bad community. Even in the beta, the forums are very active and experienced players are always offering help to newbies.