A new combat trailer showcasing the combat in the upcoming Cabal II.
Yearly Archives: 2015
Project CARS – PS4 Fan Reaction
Project CARS puts players at the wheel to tell you why the game’s awesome.
Frequencies – The Music of League of Legends
A new documentary that details the orchestral production of League of Legend‘s soundtrack (which is now available to download free here.)
Vainglory: Ardan Preview & Dev Interview (PAX South)
By Jaime Skelton (MissyS), Senior Editor
PAX South was packed full of good games, but one title really dominated my thoughts the entire weekend: Vainglory. The hook was strong enough in my gut that I went home trying to plan a way to buy an iPhone. Considering I generally don’t like MOBAs and would never consider shelling out the cash for an Apple product ever again, that’s one deep hook. I guess that goes to show you how “super evil” Vainglory’s developer is.
I met with Super Evil Megacorp at the Twitch booth on Saturday morning, and under the noise of both a live Twitch broadcast and a shoutcast from Grey Box’s booth, I got my first taste of Vainglory’s gameplay with a simple on-floor demo. I won’t go through the basics of gameplay (after all, the game is released on iPhone, and our coverage has already been posted), so I’ll skip ahead to the good part: playtesting Ardan, Vainglory’s newest hero debuted at PAX South.
Ardan is a flexible support character with a unique vengeance resource mechanic. This fills up as he takes damage and enables his abilities to be used. His first ability, Vanguard, sends him charging to an allied unit to grant them a short duration shield (this shield can also be used on Ardan himself, but without the benefit of the gap closer.) It also grants vengeance to Ardan if the target takes damage while it is active. Blood for Blood, his second ability, is a heavy duty fist strike that does a critical attack.
Ardan’s ultimate ability, Gauntlet, is a real game changer though: Ardan throws down his gauntlet to place a static arena down on the field. While allies can move freely in and out of this arena, enemies cannot. Any who do try will be stunned and take crystal damage – there are no mechanics that let a hero sneak out. This makes it a powerful trap for keeping enemies from fleeing and for forcing a team fight (or as some are calling it already, cagefight). One caveat to the arena, however, is that if Ardan leaves it, the arena will disappear.
Currently SEMC is suggesting that the hero (as he was in the build we played) was probably too powerful and needed to be toned down a bit. Expect more tweaking before he’s finally released, but it’s likely that his addition will introduce some changes in the meta game.
After this interactive session, I went back into the Twitch VIP lounge with the team (including Bo Daly, Stephan Sherman, and Kristian Segerstrale) to find enough quiet to sit and discuss Vainglory a little more in depth. While I’m sure many players would have wanted to drill them about upcoming patches and tweaks (Ardan? Joule? Spectator mode? Android?), I spared them the repeat questions from the forums and instead asked about the game’s design and future.
Vainglory’s business model is somewhat traditional, and yet deceptively not so. For a MOBA player, the idea of a free to play game where heroes must be purchased is fairly common. For the mobile market, however, it’s almost unheard of. Mobile games have a tendency to gate content through energy mechanics, but SEMC knows that Vainglory doesn’t need that to succeed. The entire game is always completely free to play without limitations, other than buying heroes. And while Vainglory does use the free hero rotation system, players can test all heroes out in practice mode for free, making it easier to decide on heroes to purchase. The best thing, though, is that rather than shoving a new hero out every few weeks, Vainglory aims to offer new heroes only as they enhance the game and offer something unique, and only with extensive balance testing.
What’s more unique, though, is Vainglory’s game design. On the surface, it might simply seem like a neutered DOTA-style map, including only one lane and one jungle. Building Vainglory, their lead designer explains, was anything but a simple cut-and-paste job. Rather than simply cutting off most of a traditional map and assuming it would work, the game’s design was built from scratch, a process that involved digging deep into the core essence of a MOBA and the feelings it invoked during play. This allowed Super Evil Megacorp to focus on a core 3v3 experience designed with mobile in mind.
The end result is a clean, simple design that feels true to its genre, despite its map size and average match time. Vainglory also breaks new ground in terms of making the competitive team game both more accessible and more human. Want to play a few matches with friends and work on your strategy? No need to rely on a heavy duty headset or cart your computer to another location – all you need is your phone or tablet. Because of the simple and direct interface, players can sit around a table at a coffee shop while playing a match. That kind of human interaction is something that has been relatively foreign to mobile gaming, which has stuck with gameplay that is relatively anti-social and isolated.
Speaking of team play, I also asked about the future of eSports with Vainglory, a title that is on a platform not terribly conducive to streaming. Surprisingly, this hasn’t been in SEMC’s focus. Instead, they explain, they had intended to simply hone the gameplay experience until a time that the game felt ready to consider adding the infrastructure, like spectator mode, for eSports. However, the community surprised the team by rallying around structured competitive play. Vainglory’s community has jumped ahead of the curve and begun to organize its own tournaments, even going so far as to host 2v2 matches where the third player on each side acts as a spectator rather than participating. SEMC is going to have to readjust their roadmaps to meet player demands, but they are pleased to see an eSport scene develop so quickly and organically among their playerbase.
I’m sure that Vainglory is headed for long term success with their innovative approach that aims to make MOBAs more accessible without making them more casual. If you’re itching to try out the game, you can find it on the iOS App Store now, or wait, like me, for some time in the future when it hits Android. If you’re already playing and just waiting for the newest hero, Ardan will be coming soon after further balance testing and tweaks. Until then, fight on!
New Aion Update Addresses Player Concerns
A new update to Aion today addresses some of the game’s mechanics based on player feedback and adds incentives for players who have been absent to return to the game.
Exclusive content for returning players:
New areas called Abbeys have been added to each faction’s main city, which can be used exclusively by players who have not logged in for 30 days to help them catch up with gear upgrades, daily and one-shot quests and an Energy of Repose recharge pad. In addition, returning players will gain boosted instance rewards that will also transfer to their entire party, providing regular players an incentive to join up with returning players.
Enhancements for ALL players:
The manastone system is also receiving an overhaul. With the new system, if an attempt at socketing a new manastone fails, only the new manastone will be destroyed while all previously socketed manastones will be maintained. This is balanced by a slightly reduced success rate at socketing new manastones. Players will require approximately 60 percent fewer stones to completely socket their gear under this new system.
Players will also get the ability to enchant items beyond +15 using a newly implemented Amplification System. By using a new “Amplification tool” and either a “Amplification stone” or an identical copy of the item being broken through, players can add unlimited enchantment. Though there is a 100 percent chance of success for breakthrough, there is still some risk involved. Items that reach +20 enchantment will earn a random enchantment skill, but if enchanting an item after Amplification fails, the item will drop back down to the previous max enchantment level and require the entire process to be restarted. Amplification tools will be available from the General Goods Merchant NPCs in capital cities and Amplification stones can be obtained from the bosses of some instances. Items that have been purified can be still use Amplification and vice versa.
For more information about today’s update, visit http://na.aiononline.com/en/news/patch-notes/01-28-2015-game-update-patch-notes.php.
Dirty Bomb (CBT Impressions): Brink 1.5 or SD’s Redemption Song?
By Michael Sagoe (mikedot)
It’s been a while since Splash Damage, the creators behind the classic Enemy Territory series, has graced the PC Gaming world with another one of their team-based shooters. Their previous venture to bring objective focused gameplay into the modern era known as “Brink”, was a colorful movement-based shooter that attempted to mix objective focus teamplay with Mirror’s Edge style parkour elements. While it sounded like an amazing concept on paper, the final product proved to be a mediocre mishmash of poorly executed game mechanics.
Now Splash Damage is giving the FPS scene another shot with their latest title “Dirty Bomb” (Previously known as Extraction), which contains various similarities to Brink, but removes most of the parkour elements in exchange for more solid and standard FPS elements.
With Dirty Bomb previously in closed beta, I decided to give it whirl, just to see if the game was something that I should look out for. Though I went in with fear of another Brink, offering great ideas with sloppy execution.
When I first started the game, I was instantly reminded of Brink’s visual style which was more lively and colorful when compared to most modern FPS titles. At the same time, however, it was still grounded enough in realism, which I feel will help give Dirty Bomb somewhat of a distinct identity.
The tutorial was pretty straight forward, as it explains the basics of movement, aiming, character abilities and more. Although anyone that has played a modern FPS title before should know exactly how to play Dirty Bomb, whether they decide to go through the tutorial or not.
However, what the tutorial DID NOT explain to players is the extra movement abilities that players have access to, such as wall hopping and long jumping. Wall hopping can be performed by jumping against a wall and pressing the jump button again, while long jumping can be performed by holding down the crouch button while running and pressing the jump button. Real nice and simple. Still, the fact that these movements were not mentioned within the tutorial made me believe that they would not play an important role in combat and would only be viable in limited situations.
So after the tutorial was completed, I took a peek at the different kinds of mercs/classes available. These mercs are probably my favorite thing about Dirty Bomb, as they were filled with so much personality. So while there were only a handful of class types available, including assault, medic, engineer and sniper, they all came from different backgrounds and have different weapon loadouts and skills, so each merc within each class type does not play the same. The mercs also come off as a bit racially stereotypical and have silly dialog to go with them. A lot of times when browsing their profiles, I couldn’t help but chuckle.
“Aura’s the name… Healing my g- Hell, this aint no game! This’ serious business!”
After selecting up to three mercs, it was time for me to jump into a match. There’s currently two available mode types among three different maps: Objective mode and Stopwatch mode. Objective mode has two teams attacking and defending several objectives across a large map, while stopwatch mode has two teams attacking and defending a single objective on a smaller map. Of course completing the mission the fastest nets your team the win in either mode.
Objective mode seemed more engaging, so I went with this mode first. It didn’t take me very long to get a match going, and I was thrust into a defense mission against an enemy team that was trying to deliver C4 bombs into an abandoned subway line. Using Thunder, Fletcher and Sawbonez as my mercs, I dived headfirst into a world of hurt.
After a few matches, I started to get a good feel for the ebb and flow of each match, and that ebb and flow was: “DON’T RUN AROUND LIKE A CHICKEN WITH ITS HEAD CUT OFF, and DON’T EVEN ATTEMPT TO RAMBO YOUR WAY THROUGH!” Seriously, Dirty Bomb has one of the lowest “Time-to-Kill” (TTK) windows I’ve seen compared in any modern FPS I’ve played recently. For those that don’t know, low TTKs in an FPS titles means that every player is incredibly squishy and can be taken down with only a few bullets. Even heavy mercs such as Lighting can be taken down fairly quickly. While this may be frustrating for those that are looking for a more arcade style FPS feel, the low TTK enforces the whole teamplay aspect of Dirty Bomb.
It took me awhile to get used to the sudden death nature of Dirty Bomb’s gameplay, but once I did, the action started to feel a lot more intense, and a lot more enjoyable. Making use of cover became vital, and waiting for teammates to gather up before assaulting an objective was crucial. Making sure that everyone was healed, everyone had ammo and everyone was playing their part to win the match was very important. Seems like this game leaves almost no room for slacking.
The kinds of objectives that Dirty Bomb had available were currently short of unique and innovative, as they mostly revolved around defending and delivering objectives. While these are very tried and true for any objective-based FPS title, some variety could be appreciated.
During a few of my matches, I decided to see if any of the game’s extra movement options would come in handy. After a few attempts to wallhop and longjump from place to place, I can sadly say that they have very limited usage. Even in places where you think a wallhop could come in handy, there’s barely enough jump height to be gained off of a wall hop in order to make it onto ledges and such. There’s also places where the development team could have easily included some kind of mantle option in order to climb up on top of ledges instead of attempting to wallhop there, but that ability seems to be completely absent from the game. With the lack of usage for movement abilities in this game, it just makes me wonder why they even bothered to include them in the first place.
Overall, I would have to say that Dirty Bomb has a decent foundation to work with, but there’s a lot that needs to be done in order to make it stand out from other modern FPS titles on the market. Personally speaking, I would like to see the TTK bumped up just a little bit so players don’t get killed off in just a few shots, and would really appreciate more use of movement abilities. Other than that, more maps, more objectives and more modes overall, plus a cash shop service that’s fair and balanced could give Splash Damage the redemption they need to stick around in this gaming industry.
Want more Dirty Bomb? Catch JamesBl0nde’s first look video now!
Dreadnought PAX South Hands On Preview
By Andy Skelton
Let’s face it: a lot of people probably haven’t heard much about Yager Development’s upcoming title, Dreadnought. We’ve only seen a limited amount of information regarding game features, and nothing about the team’s business model. So when we saw them at the Greybox booth at PAX South, we knew we had to get our hands on the game to see what it was all about. Considering the sheer length of the lines to play the demo, it became obvious a lot of people were also very interested in the project. After playing a match, we had a chance to speak with Peter Holzapfel, the game director, to pick his brain on this truly epic space arena experience.
A little background on Dreadnought might prove useful. Dreadnought is a team-based space arena shooter. The twist, however, is the scale of the ships involved — they’re absolutely massive. Even the smallest of ships is larger than most games offer. The net effect is matches are much slower paced, in every conceivably positive fashion. Accuracy is very important, as is knowing how to utilize your ship’s unique movement ability. Teamwork, too, is much more encouraged with this style of play, as you cannot get away with doing your own thing (at least for very long).
The pre-alpha version we played showed us five different ships: the dreadnought, the destroyer, the corvette, the artillery cruiser, and the tactical cruiser. The dreadnought is the tank of the game, however, it’s far more than just that. You see, it’s movement skill allows it to warp to allies and foes alike, to protect or to devastate. The destroyer is a mid-range fighter, except its unique skill turns it into a battering ram of ship destruction. The corvette functions as the scout, getting enemy information for allies, as well as harassing choice targets with its ability to cloak. The artillery cruiser is the sniper of the bunch, preferring to stay at long range and deliver massive damage with its tesla cannon, and can really ramp up the pressure by entering a rapid fire mode. The tactical cruiser can be likened to a healer of sorts, but it’s not helpless, as the beams it uses to repair can also be turned on the enemies to destroy.
Energy management is also incredibly important in Dreadnought, as you can use it to power up your shields, empower your weapons, or give yourself a much needed boost in thrust to enter (or escape) the fray. The modes can be changed on the fly by utilizing the middle mouse button, and it’s very important to do so, because a ship without energy is a destroyed ship in a matter of seconds.
One nice thing we found was the ability to spawn as a different ship, depending on what the match required at any given time. I started out as a destroyer, gleefully attempting to smash into any ship I could with my plasma ram. However, halfway through, it became obvious we needed more ranged support. Not a problem, switching to the artillery cruiser provided that much needed boost. Giving the players the option to adapt to the other team is a very nice touch that’s sadly falling by the wayside in a lot of competitive games.
After the match (the MMOHuts/OnRPG crew was not successful this day, sadly!), we spent some time talking to Peter about the direction the game was taking. They absolutely want the multiplayer aspect to be free-to-play, while the single player content can be released in purchasable episodes. The ship’s weapons will eventually be able to be customized to provide a loadout that any player can be comfortable with. None of us could stop gushing over how responsive the controls were and how intuitive everything felt. Peter explained how deliberate that was: they wanted to make a game that captured a large scale feel, without being needlessly complex and obtuse. We asked if damage was a simple calculation or whether location of hits mattered. In its current state, all damage is created equal, but area-specific damage is something they wanted to implement, assuming it does not take away from the core of the gameplay.
Overall, Dreadnought was an adventure we’re all glad we experienced.
Wargaming Reveals First Details about Grand Finals 2015
Wargaming is excited to announce that the Wargaming.net League 2015 Grand Finals will be taking place on April 25–26 at EXPO XXI in Warsaw, Poland. Organized with support from the city of Warsaw, the event will see the 12 finest World of Tanks teams clash in a series of high-octane battles to determine who deserves the title of the world champion.
“The biggest WGL eSports event is about to start its engine,” said Mohamed Fadl, eSports Director of Europe and North America at Wargaming. “The recent revamp of tournament rules changed the surface of WGL eSports. Soon, we’ll see the best of the best meet in the final face-off in what’s set to be a breathtaking and action-packed Grand Finals.”
“I’m delighted that Warsaw, for a second time in a row, will be hosting the best World of Tanks pro players,” said Michał Olszewski, Deputy Mayor of Warsaw. “It’s thanks to the excellent cooperation and the great atmosphere of last year’s event that organizers decided to choose the Polish capital once again for the Grand Finals. The previous tournament gathered masses of spectators and I hope that this year will be another resounding success.”
Ahead of last season’s regional qualifiers, the Wargaming.net League introduced a revamped tournament format, coming up with Attack/Defense mode. The new setup and rules were developed in cooperation with pro gamers to strengthen gameplay and streamline objectives in eSports matches for World of Tanks.
Whether playing in attack or in defense, teams now have to take a proactive role in order to win, enhancing the tournament’s entertainment value. Having no chance of a draw, players must seize the initiative in battle to ensure victory. The teams had one season to refine their tactics and master the new setup.
During its first year, the Wargaming.net League has attracted over 200,000 pro gamers and hosted over 1000 tournaments. Drawing on the enthusiasm of Wargaming, its players and fans, the upcoming Grand Finals are set to be an even larger spectacle than last year’s event.
The 2015 Grand Finals will be free to the public, with a variety of prizes and exclusive giveaways for the most passionate spectators.
For more information on the Wargaming.net League Grand Finals, please visit: www.thegrandfinals.com
Offworld Trading Company Revealed
Former Designer behind Civilization 3 and 4, Soren Johnson, reveals details of a new economic science fiction simulator, Offworld Trading Company.
FFXIV A Realm Reborn: Free Login Weekend Begins Friday
Following the release of Patch 2.5 – Before the Fall last week, which brought a whole host of new and exciting content to FINAL FANTASY® XIV: A Realm Reborn™, a Free Login Weekend will take place from Friday 30th January to (08:00 GMT) to Monday 2nd February (08:00 GMT).
During this time, adventurers taking a break from Eorzea can once again experience all that FINAL FANTASY XIV: A Realm Reborn has to offer free of charge!
Eligibility
Players who have previously purchased and registered FINAL FANTASY XIV and whose service account is set as inactive during the campaign period.
For more information on FINAL FANTASY XIV: A Realm Reborn, Patch 2.5 and the upcoming free login weekend please visit: http://www.finalfantasyxiv.com/



















