Yearly Archives: 2015

ArtCraft Entertainment’s Crowfall Reaches $1 Million in Crowdfunding

Crowfall Hero Lineup

Independent game developer, ArtCraft Entertainment, Inc. today announced that the highly anticipated massively multiplayer online game, Crowfall™, reached the one million dollar crowdfunding threshold this morning, just eight days from the start of the campaign. The company launched its Kickstarter drive for Crowfall on February 24 and within three days reached its goal of $800,000. The Kickstarter campaign closes on March 26.

Additionally, the campaign already has more than 10,000 backers. The company’s founders, J. Todd Coleman (creative director, Shadowbane, Wizard101, Pirate101) and Gordon Walton (executive producer, Ultima Online, Star Wars Galaxies, Star Wars: The Old Republic) say Crowfall’s vision is clearly resonating with an underserved audience of gamers.

Crowfall_K1Gameplay

“The response has been overwhelming.  It’s the players who made this happen,” explained Coleman, ArtCraft’s creative director. “We just provided the spark. They are the ones fanning the flames.  We hoped that the vision would catch on, obviously, but we didn’t expect the momentum to build so quickly.”

“It’s incredible,” added executive producer Gordon Walton, “because it’s not just validating our vision — it’s also a tremendous vote of confidence in our team. The players believe in us, they believe in this game, and they are willing to support us financially to make it happen.”

Crowfall_CharacterCreate_preview

A new type of online experience, Crowfall is a “Massively Multiplayer Online Throne War Simulator.” Players take the role of kings, queens, mercenaries and assassins in a simulation of a feudal world that includes castle building, siege equipment and territorial conquest system.

As a result of reaching this milestone, ArtCraft announced a new stretch goal: at $1.3 million dollars, they will add a “Mounts and Caravans” system to the game, and will celebrate reaching this goal by adding “bonus rewards” to existing reward tiers.  Backers at the $60 or higher level will receive magical Quarterhorses, Warhorses and even a rare “Nightmare” mount as a bonus reward.

Rise of Incarnates Review: It’s a fighting game?!

By Michael Sagoe (mikedot)

Forged by the efforts between the Soul Caibur and Tekken development teams, Bandai Namco has recently released their newest “fighting game” title called Rise of Incarnates onto Steam’s Early Access program. This offers up a 2 vs. 2 battle system where players form up unique team compositions against their opponents as they dash, fly and bash each other across a war torn battlefield.

Now, the reason why I put the words fighting game in quotations is because from the traditional standpoint, Rise of Incarnates is anything but a traditional fighting game. Rather, if you have ever played mech action games like Virtual-On or Gundam Extreme Vs, then you’ll have a much better idea of how Rise of Incarnates plays out. As a matter of fact: most of the gameplay elements for this title were taken straight from recent Gundam VS. titles that have been available in Japanese arcades from quite some time. While it certainly provides something uncommon to the fighting game genre, there’s still a question of how well it plays and how well it maintains itself as a F2P game while remaining fair for a competition focused game.

Rise of Incarnates

Controls

When starting the game up for the first time, players will be greeted with an opening cinematic video and instantly launched into a tutorial session that will teach players basic and advanced gameplay techniques. While the tutorial may be very clear and easy to understand, getting a hang of the controls is a whole different story. The game offers up two control schemes: one for keyboard & mouse, and one for gamepads. Attempting to play using the mouse and keyboard setup may be a bit uncomfortable at first due to the fast-paced and twitch-based nature of the gameplay. In Rise of Incarnates, timing and quick reactions are everything, so it’s almost necessary to have your fingers on or near every command possible. With this is mind, getting used to the mouse and keyboard setup is possible, but playing the game using a gamepad felt way more responsive and natural.

The commands that are available include normal and special abilities for melee and ranged attacks, dashing and jumping, defensive guards, target switching and awakening abilities. Switching targets is one command that players will have to get used to as soon as possible, as they’ll constantly be switching back and forth between enemies as they dash around the screen and prepare opponents for team tag combos (that can be performed by pressing forward + melee attack button twice), which is very satisfying to pull off in those close quarters situations. The different kinds of combo attacks that can be performed merely amount to holding a directional button and mashing the melee attack button at first, but once players understand dash cancels and attack cancels, they’ll be able to perform various custom combos. However, these custom combos do not allow much room for creativity due to the damage threshold that opponents can take before they plummet towards the ground and become temporary invulnerable to damage.

Rise of Incarnates

Gameplay and Features

Rise of Incarnates features an adequate amount of game modes to choose from, including ranked matches, custom lobbies, bot matches and training. Both ranked matches and bot matches can be played solo or with a friend via Steam’s friend system, and training mode gives very simple on-screen guides on how to play each character individually.  Each mode works the way they should, but the lack of players in custom lobbies and early ranked matches may be disappointing for newcomers. Ranking matches, in particular, will always try to find players of equal skill, which is all fine and good, but when the system doesn’t find active players of equal skill, the game will set players up against bots to make up for them. For many new players, they may have to go through a handful of bot matches in ranking mode before they’ll ever fight against human opponents, which is a bit frustrating to say the least.

There’s also only two stages to play one, however. Between New York and Paris, which both are very nicely designed and contain very noticeable landmarks, these two stages do not offer up much interactivity besides a few destructible objects and will  become dull to play on very quickly.

One interesting aspect for Rise of Incarnates is the stock system: Each team has six respawn stocks that they share among their teammates and each character has a predetermined set of stocks from one to three, so if you were up against a team that has characters with 1 and 2 stocks, it means you would have to defeat each enemy opponent two times in order to win, while a team that has two enemies with three stocks would only have to be defeated once each.

The reason why some characters have multiple stocks while others have one is because some characters have more HP than others and are less fragile in combat, thus getting defeated in a match is more costly. This creates a unique meta between you and your teammate in order to come up with a solid tag team that balances out the risks and rewards of their abilities.

As unique as the stock system is, character imbalances are still noticeable between high and low stock characters. During the time of this review, characters such as Ra had so much HP and so many zoning and ranged tools at his disposal that he was fairly untouchable in 1v1  confrontations.  While characters are continuously being rebalanced every week, it’s still very clear that some characters need to be tweaked more than others.

Rise of Incarnates

Bouts in Rise of Incarnates are an exciting mix between arcade mecha shooter action and fighting game combat, as players will need to attack fast and think even faster when dealing with two opponents at the same time. Players can set opponents up for various tag combos with long ranged attacks and animation locked melee attacks, and they’re both very hard to perform in heated matches, but very satisfying when pulled off. The environments that players battle in can also be used to their advantage, as they contain various structures to hide behind. These structures can also be destroyed, so players can’t abuse them by attacking from a distance and then hiding until their skill meter recharges indefinitely.

Speaking of skill meters: Rise of Incarnates features a skill meter similar to how skills work in certain RPGs: each attack has a set number of uses and, once depleted, players will have to wait a small amount of time for their skills to recharge which keeps the ranged attack spam down to a minimum.

Overall, besides from a few character balance issues as stated above, the core gameplay for Rise of Incarnates is actually pretty enjoyable. However, it’s the customization that comes beforehand that drags the gameplay down from a competitive standpoint, as I’ll explain in this next piece…

Rise of Incarnates

Customization

Rise of Incarnates features several different character customization options, some that are very acceptable and others that are not. Options such as character skins and cosmetic items are available for purchase using IP (Cash purchased currency) in order to give favorite characters an extra special look. But then there’s skill cubes that players can earn either by playing through matches and leveling up their character or by purchasing them from the shop using LP (in-game currency). At first, the skill cube system seems fair enough, allowing all players to access enhancements of sorts. Yet as you get more experience under your belt, players will realize that paying players can gain an upper hand on non-paying players by spending money on IP, including more skill cube grid space, faster enhancements and more. Players may also be able to purchase extra skill grid space using LP, but that will cost players a hefty amount which will take days or even weeks to obtain, depending on a player’s dedication to the game. Having any kind of statistical advantage over players in a competition-focused game already gives a rise for concern, but being able to buy stat advantages faster than players that only pay using in-game currency seems like it could create very huge imbalances in the long run.

Visuals and Presentation

The presentation for Rise of Incarnates gives off a very comic-book feel to it, which works out well considering that the promotion leading up to the game’s release had a very extensive e-comic series tied to it. The character designs are also very stylized, and very reminiscent of recent titles from PlatinumGames such as Anarchy Reigns and Vanquish. The sound design contains very generic rock music and above-average voiceovers for each character, which isn’t nearly as impressive as the character designs, but it gets the job done and makes the tone of the game feel appropriately serious. In terms of raw visuals: Characters and environments are very detailed, but the lack of anti-aliasing built in will make the game look like a very dated PlayStation 3 title.

Rise of Incarnates

Community

Rise of Incarnates also features various community features including rankings and circles. Rankings allow players to see how well they stack up against players all around the world, while circles allow players to start up a clan in order to participate in circle lobby matches. There’s also an option to watch live matches via Twitch streaming so players can watch and learn from experts on how to play. Besides from the option of watching live matches, both rankings and circles serve their purposes well.

The community is generally filled with experienced players that will not hold back against newcomers, so unless you’re confident, prepare to enroll into the school of hard knocks when participating in ranked matches.

Overall: 4/5 (Great)

If it wasn’t for the faster stat advantages that players can purchase using real money, Rise of Incarnates would have gained a very high recommendation from me. The core gameplay is very exciting and has rarely been seen in the PC gaming space, let alone the F2P gaming market. The enhancement system is the only thing I can see holding this game back from gaining more popularity, and I’m really hoping they’ll consider changing it in the future. Still, this game is certainly worth a try and will provide quick bursts of entertainment.

Moonrise Will Be Coming to Steam

Moonrise Combat 3

If you got excited about Moonrise after our PAX South report, good news: it will also be coming to Steam.

The announcement, posted on Undead Labs’ blog, said:

We are bringing our beautiful creature battler and its unique PVP to Steam. We will be handing out beta keys to people who try it at PAX East this weekend, and we’ll move into Early Access after we assimilate the feedback we get from the beta.

Of course, Steam players will be sharing the world and doing battle with our players on mobile devices.

Become a Mage With Schools of Magic for iOS

Schools of Magic Splash

Social game developer Codigames introduces Schools of Magic, an ambitious RPG-adventure game for iOS. The game will be worldwide available next 19th March on the App Store.

The path to become the best mage of all times is fulfill with powerful enemies and it requires training and a wisely resources management. Besides training their mage, players should build and expand their own school of magic. This will give them access to new spells, and items.

Schools of Magic mixes classic real-time RPG elements, like real-time combats, with the posibilities of mobile devices, and creates a new game experience. Players can fight other mages from any country in the world in real-time combats. Furthermore, they can compete in weekly events in order to get exclusive items.

Unlike other RPG games, Schools of Magic’s combat system has been designed to be easy to play, but dynamic. In order to win a battle it is necessary a good strategy and a little bit of ability.

Schools of Magic Build

Francisco José Martínez, CEO of Codigames, said: “Schools of Magic is a RPG game that takes advantage of the new handheld devices. The combat system has been created with touch devices in mind. We want players to interact in a simple way with the game, but we do not wanted to create a tap-to-win game”. Martinez points out that “it is easy learn how to play, but each combat requires a good strategy, specially when you fight online against other players”.

The game has four game modes:

  • School management: develop your school to attract new apprentices, research new spells, and improve your wizard.
  • Player vs. Player (PvP): fight against other wizards online in real-time multiplayer battles.
  • Campaign: venture into this magic world to defeat the four great wizards who have taken hold of the world using their dark arts.
  • Customize your wizard: equip your wizard with hats, caps, robes, capes, rings, and different weapons that grant special powers and skills.

Key features:

  • Fight real-time battles of arcane power.
  • Build your own school of magic
  • Collect different magic objects and weapons to equip your wizard with.
  • Challenge other wizards online.
  • All the game modes can be played for free.
  • Invite your friends and play with them in real time.
  • Get powerful items in the weekly events
  • High-resolution graphics.

Schools of Magic will be worldwide available on 19th March through the App Store. It will be available in Engilsh, Italian, French, German, Spanish, Portuguese, and Russian.

Otherland Starts Second CBT with new eDNA-System

Otherland Acadia

Since the last CBT, developer DRAGO has added a lot of new content to this Unreal 3-based non-targeting MMORPG including 200 new quests and beautiful cut-scenes waiting to be discovered by the beta testers. Based on player feedback a lot of effort went into re-balancing, as Łukasz Błaszczyk, alias “Havock“, DRAGO Lead Content and Game Mechanics Designer said: “We had to redefine the DPS formulas because participants reported some interesting errors in certain cases. Our investment of time was worth it – we are now happy with the results and are looking forward to the reaction from our testers.”

Crafting is implemented and ready for testing

Crafting is clearly the main focus of this CBT with the eDNA system being one of Otherlands unique core features. Now players can craft their own items based on their electronic DNA, which can be obtained from killed enemies.

Auction House and new mail System

The Auction House is now implemented and provides all the classical functions to safely trade items. The comprehensive trading system is supported by a fresh new in-game mail system. DRAGO refined the mail system in order to use the advantages of the Otherland crafting system in a most efficient way. It is now possible to send and receive mails with items attached among friends or trading partners.

CBT Keys highly coveted

Since beta keys for Otherland are highly coveted, a lot of fake keys were circulating during the previous CBT. DRAGO has taken measures to prevent such behavior this time and to make sure that more users interested in testing the game will have the opportunity to do so. This time, many more keys will be handed out by official media partners of OTHERLAND. Players can also see the legitimacy of beta keys by checking the list of authorized partners, posted within the official forum.

MX vs. ATV Supercross Encore now available on Steam Early Access

MX vs ATV Supercross Encore Steam

Rainbow Studios and Nordic Games announced the release of MX vs. ATV Supercross Encore on Steam Early Access today.

“It’s been a little over 4 years since PC players could lay their hands on one of MX vs. ATV’s iterations,” comments Roger Joswig, Producer at Nordic Games. “We are thrilled to create this beefed-up version and to improve it further with the help of our community.”

Here is what Ken George, Executive Producer from Rainbow Studios has to say on the Early Access part:

Why Early Access?
Early Access is a great and unique way for you to get your hands on an early version of our game and help us make it even better. Be the first to see new content and features during the fine-tuning and tweaking phase of the game. We look forward to your constructive and valuable feedback.

Approximately how long will this game be in Early Access?
We are targeting the full release in Summer 2015.

MX vs ATV Supercross Encore Steam 2

How is the full version planned to differ from the Early Access version?
Early Access will have gameplay features and tracks come online as the game is being worked on. We plan to deliver new content updates every month. The full version will contain the career mode where you can unlock additional game modes, vehicles and parts. Furthermore, the full version will include more than 30 tracks, whereas the Early Access version will have less.

What is the current state of the Early Access version?
The initial Early Access build of the game includes:

  • Single and multiplayer mode
  • 4 tracks with high-res textures (we plan to add new tracks monthly)
  • 6 vehicles (2 x 125cc bikes, 2 x 250cc bikes, 2 x 250cc ATVs)
  • Upgrade parts for all vehicles
  • More than 60 official riders

Will the game be priced differently during and after Early Access?
We are going to scale the price with the amount of content available. So as more content is added, we will add to the cost incrementally. We hope that players will feel they paid the appropriate price at any given stage of the development.

How are you planning on involving the Community in your development process?
The Rainbow Studios development team highly values your feedback. We encourage you to post feedback on the Steam forums, where we monitor all of the posts.