Latest Gaming and MMORPG Updates |
- Review: Terrible APB Gets Resurrected as Mediocre APB: Reloaded
- APB Reloaded surpasses 3 million users
- ArcheAge (KR)
- Retrospective: Five Secrets of Suikoden’s Success
| Review: Terrible APB Gets Resurrected as Mediocre APB: Reloaded Posted: 18 Dec 2011 02:49 AM PST In a season riddled with life-changing mega-sequels, Corpse Party couldn’t have arrived at a worse time — especially on a platform so ravaged by the deadly tag team of piracy and disinterest. With its distinctly fan-made presentation and digital-only availability, XSEED’s latest isn’t going to turn heads like the Uncharteds and Modern Warfares of the world; though, in the case of Corpse Party, this lack of attention just might be for the best. While most of our modern gaming blockbusters seek to offer either awkwardly bloodless violence for the sake of the coveted catch-all Teen rating or Bruckheimer-esque glorification of combat, the folks at Team GrisGris obviously didn’t suffer under these same publisher pressures. Corpse Party doesn’t seek to cast the widest net possible with a series of escapist power fantasies that gently nudge players down a path of rewards; from the outset, the game wears its heartlessness on its sleeve, dispatching characters in ways that have yet to debut in your nightmares (but soon will). This glorified visual novel may resemble a B-tier Super Nintendo game on the surface, but nothing else I’ve played over the past 25 years has been so relentlessly brutal, bleak, and terrifying. Though Corpse Party looks like an ancient JRPG, trappings like hit points, an inventory, and tile-based movement only exist as lip service; the “game” portions of Corpse Party act solely as a conduit for the narrative. Like Phoenix Wright and 999, Corpse Party is a visual novel, though it looks and plays decidedly more “gamey” than other entries in the genre. Instead of transitioning from static scene to static scene from a first-person perspective — typical of the genre — the game employs 2D sprites and an overhead perspective, providing players with a more familiar means of input. And since you’re tasked with controlling a group of defenseless teens, combat simply isn’t an option; the few foes found in the game most often kill with a single touch, making their presence more disturbing than any turn-based ghost battles ever could. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
| APB Reloaded surpasses 3 million users Posted: 18 Dec 2011 02:49 AM PST It seems GamersFirst have succeeded in breathing new life in to APB with their recent Free To Play re-release. Since it's launch on Steam APB Reloaded has surpassed expectations to become the second highest ranking Free To Play game on Valve's digital download service. "We recognized the potential for APB Reloaded to be a true breakout hit in the Free2Play category all through beta testing," said Rahul Sandil, SVP of marketing and business development for GamersFirst. "We quickly amassed a vocal, dedicated community, and they've been instrumental in growing the game and helping better the experience." One of the new features added to APB Reloaded is Fight Club, a fast paced in and out of car combat mode that lets up to 32 players fight it out in closed-off areas of the city of San Paulo. You can learn more about the game on the APB Reloaded homepage. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
| Posted: 17 Dec 2011 08:49 PM PST
A: I am 20 years old currently, hitting 21 soon, so it is 2NE1 (a popular South Korea female pop group). Renaissance was established in July 2010, and it will be 2 years old in a few months’ time. There are a total of around 170 players who took part in the expedition in ArcheAge, and our main aim is to seek adventures and to quest. We do meet in real life as well, having small gatherings for drinking sessions. A: Very proud. All of the players worked hard together, and thank you all for your hard work. The original land was a place filled with volcano soot and barren lands. But after we placed the AKIUM (mineral to signify ownership of the piece of land), grass began to sprout out. We are happy to play a part in cleaning up the continent. A: Collecting the required materials, especially the sunlight AKIUM which is rare. A: The system changed, we need to pack up the materials to build the ships, each time only allowing one bag to be transported over. A: After collecting 100 materials, we need to pack them up and carry. We need to reach the destination without dying. A: Yes, if the player dies, the pack will drop and anyone else can pick it up. A: There is actually no strategy, everyone just collected the AKUIUM dusts and pieces and merge them together. A: For lumber, we just needed to get more players to scout for trees to chop and monitor the progress. Clothing material can be dropped from a certain humanoid hunter monster. A: Within our expedition team, there are the information group, combat group and gathering group. Each group has its own mission and functions, for example the gathering group will find out where and where drop certain materials while the combat group will research on character skills and PvE combat. Our team has a number of veterans since Closed Beta 1, so we were able to guide them. A: For sail boats, 1000 materials are needed, which means 10 packages. The new system also requires players to follow a standard pattern for inserting the materials to make the sail boat. A: Yeap, and that is only for the smallest sail boat. When the bigger size ones are out… A: Different boss has different attack patterns, so we had to devise different strategies as well for each. A: When we were low level, 7 of us took down a boss. I guess it will only require 3 of us now. A: We will be gathering information about the castle building system and go gain some levels to prepare for castle siege. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
| Retrospective: Five Secrets of Suikoden’s Success Posted: 17 Dec 2011 02:47 PM PST In December 1996, Konami did something unprecedented, at least for them: They released a role-playing game in the U.S. The company was no stranger to the RPG genre, with both traditional variants (Super Famicom’s Madara) and action-based iterations (King Kong for Famicom) under its belt, but those games had never escaped the irresistible gravity of the Japanese market. This new effort, Suikoden, was the company’s bid to develop an international RPG presence. Launched in the early days of the PlayStation, Suikoden arrived in the fallow period between the Super NES’s RPG pinnacle and Final Fantasy VII’s explosive debut. While Suikoden wasn’t a runaway hit, it did well enough that Konami turned it into a steady franchise, releasing four direct sequels and almost half a dozen spin-offs over the following decade. Its sweeping sense of history and enormous cast of characters earned the series a modest but passionate fanbase. Though the series has become something of a footnote these days — a PSP spin-off is due in Japan in 2012, though its prospects for Western localization are grim due to the platform’s effective demise here — the games still command a loyal fan base who look back at Suikoden’s heyday and remember all it did right. On the occasion of the original game’s 15th anniversary, let’s look back at what made Suikoden both great and unique among its peers. No-Nonsense DesignSuikoden was criticized even in its day for its short length; a determined player can easily see everything the game has to offer within the span of 15 hours. This criticism was a sign of things to come for the industry. The increased data capacity of CD-ROMs encouraged developers to explore artificial padding to satisfy gamers who demanded more content for their dollar. The issue of bloat continues to plague games (especially RPGs), which often stretch the same amount of story featured in Suikoden across two, three, even five times as much duration. Suikoden was bloat-free, and it’s a better game for it: Proof that sometimes less is more. The creators of Suikoden recognized that brevity is the soul of wit. The game had roots in cartridge-based 16-bit systems — rumor tells that it was initially designed for Super NES — and it reflected the same lean, compact aesthetic as 16-bit classics like Final Fantasy IV and Chrono Trigger. Suikoden could be completed quickly in large part because it was quick, with speedy battles and few needless fetch quests. But it wasn’t short on secrets, either. Its breezy design and hidden depths reflect a game that was intended to be played then replayed by avid fans eager to seek the best possible ending. Compared to modern RPGs, which tend to be painfully drawn out in the hopes of keeping players invested for as long as possible, Suikoden embodies an ethos that’s largely been forgotten by today’s developers: A keen respect for players’ time. A Perfect Balance of Scale and EfficiencySuikoden felt like a big game despite its brevity. Players found themselves taking control of a small rebel faction, building it into an army, fortifying a castle, launching full-scale invasions, and rallying their troops into combat for large-scale tactical battles. It stretched across a vast kingdom, and at the core of the hero’s army was a team of 108 recruitable characters. Of those 108, several dozen were capable of joining the active party and going into battle. And yet, Suikoden never felt overwhelming. Despite the immense size of the playable cast, the game was all about efficiency. Thanks to the efficient experience and leveling system, a green recruit could easily be brought to par with the leader’s favorite team in just a handful of battles. Each warrior favored a single weapon that could be leveled up but never replaced, minimizing the need to juggle equipment across such a large cast. Though turn-based, battles ran at breakneck speed, with combatant actions frequently overlapping one another to reduce the time each fight took to play out. An auto-battle option made encounters with low-level rabble almost completely painless. Each character specialized in a specific role and their capabilities were similiarly focused, with a limited (and semi-permanent) rune system offering the bulk of true customization. With up to six combatants available for any battle, you could build your team for power, for speed, or for fun because you simply liked the characters in question. It was flexible but never fussy. Admittedly, Suikoden’s party and resource management mechanics weren’t perfect. Considering just how many options the game presented players with, though, it was a remarkable accomplishment. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
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