MMO News |
- Brawlhalla Koji Legend Reveal
- Dungeon Defenders II Dragonfall Carnival Patch Preview Trailer
- Neighborhorde – PAX South 2016
- World of Warships 2016 Sneak Peek
- Infinium Strike – PAX South 2016
- Heroes of Newerth Paragon Puppet Master Spotlight
- Devilian Tempest Class Teaser
- Battleborn Galilea Spotlight
- Battleborn Attikus Spotlight
- Vainglory Ozo Hero Spotlight
Posted: 03 Feb 2016 04:13 PM PST The newest Legend arrives in Brawlhalla tomorrow! Meet Koji, an Asian warrior skilled with both sword and bow. The post Brawlhalla Koji Legend Reveal appeared first on MMOHuts. |
Dungeon Defenders II Dragonfall Carnival Patch Preview Trailer Posted: 03 Feb 2016 04:05 PM PST Dungeon Defenders II heads to the circus on February 9th with a special carnival themed update. The post Dungeon Defenders II Dragonfall Carnival Patch Preview Trailer appeared first on MMOHuts. |
Neighborhorde – PAX South 2016 Posted: 03 Feb 2016 01:44 PM PST “Couch co-op” has been a recent buzzword in the gaming industry, but it’s easy to understand the charm. Many gamers – particularly adult gamers and developers – grew up playing games on consoles huddled together on the family couch. Though it dates me, I recollect the days I used to sit in front of the TV with a couple of neighborhood friends as we took turns at the infuriating Duck Hunt or, later, raced together as Sonic and Tails. Heck, I’m jealous that most of my friends now live far away, because the games today for couch co-op are better than ever. My digression brings me back to point – one of these titles at PAX South 2016 was Neighborhorde, a twin-stick co-op shooter developed by Fermenter Games. Unlike many of the titles at the convention boasting co-op, Neighborhorde is strictly local play with no online features. That is the worst news I can tell you about the game, but the lack of online multiplayer isn’t a death knell. Neighborhorde is fun and really recaptures that “gaming with the neighbors” feeling. Don't drop your guard just because of the kiddy looks. This game expects serious old school gamer survival. The premise behind Neighborhorde is that you and your friends have been kicked out of the house in typical “Go play outside for a change!” mom fashion. Unfortunately, your neighborhood is being invaded by all sorts of crazy creatures, so there’s only one thing left to do: huddle up and save the town with whatever’s at your disposal. Everything has a very childlike feel to it, from the silly animal costumes the characters wear to their arsenal of weapons. Neighborhorde has a few maps, and each game plays out in a cycle of day and night. During the day, a new enemy or mechanic is introduced. During the night, that new thing is incorporated with everything else you’ve already faced. The hordes of enemies you’ll face include robots, snowmen, lunch ladies, wizards, and even zombie presidents. There are also bosses that appear every few nights. While the team wouldn’t commit to a definitive “end night,” they did tell me that the farthest they’ve ever gotten is night nine and that they’d like to have an “all bosses in” ending for the truly daring. Every day, the team alternates between picking a new superpower and picking a new weapon. Superpowers apply to everyone on the team permanently and include things like additional damage with melee weapons or leaving a burning trail behind you. Weapons on the other hand come in “supply drop” gift boxes. While these weapons aren’t permanent, supply drops come frequently enough you should have one most of the time. Weapons are just as outrageous as everything else in this game, including water guns, toasters, confetti poppers, bowling balls. . . you get the idea. It’s like Fermented Games tapped into the creative genius of childhood just to build this game. What really pushes this game as cooperative though isn’t just the fact you’re playing with friends in a single team; it’s the healing and revival mechanics. The only way to recover your health after taking a hit is to stick with the rest of your team. Likewise, downed players can be brought back up if at least one friend sticks next to them for a short time. In gameplay, this encourages team huddling, making sure everyone has each others’ back and moves as a group, rather than each character heading off on their own to face the enemy or grab new weapons. Of course, the enemies know this too. Enemies – especially bosses – will work to single out a player and send them scattering for cover. I watched as a team faced their first boss night, only to have the worm boss drive one of the players into kiting around to stay alive while the other three tried to reach him without getting split apart themselves. Even after the player rejoined the group, it was only a few seconds before another player got separated and hunted down. The end result? Neighborhorde ends up being a game of dodging and skill, teamwork and planning. Grabbing superpowers that synergize together, being aware of all your teammates and making sure they’re never alone, and avoiding enemy hordes all become incredibly important. It’s fun, frantic, and an excellent delivery of couch co-op excitement. You can expect to see the game launch later this year, and if you’re interested, go vote for the game on Greenlight! The post Neighborhorde – PAX South 2016 appeared first on MMOHuts. |
World of Warships 2016 Sneak Peek Posted: 03 Feb 2016 11:55 AM PST World of Warships talks about plans for 2016 including improved ship model viewing, more focused team play, and catering to the wants of their larger audience, not just competitive audience. The post World of Warships 2016 Sneak Peek appeared first on MMOHuts. |
Infinium Strike – PAX South 2016 Posted: 03 Feb 2016 11:39 AM PST They say you should save the best for last, and while I can’t say I have a definite favorite from my time at PAX South, one of the most exciting meetings I had was an impromptu scheduling with Codex Worlds at the Infinium Strike booth. Infinium Strike was a game I’d passed by a few times as I walked the floor, mentally filing it under “space shooter.” But on Saturday afternoon, I pulled myself to a halt as I heard the representative at the booth describe the game as a tower defense. The next morning, I was excitedly chatting with Dexter Chow, CEO and Creative Director of Codex Worlds, about this distinct sci-fi title. With a show floor full of space shooters, including the titanic Dreadnought and Elite: Dangerous, it was too easy to overlook Infinium Strike. At quick glance, the game looks more like Battlestar Galactica than Defense Grid. A starry sky is lit up with warp portals, battleships, and gunfire. There’s no 2D overhead map in your face pointing at each incoming enemy unit, no clearly visible lanes. While at its core the game is tower defense, it cannot be described easily using standard genre conventions. So instead, let’s start with the basic command view and game flow. As a player, you are in command of the Freedom Strike, a massive battlecarrier. While you will never steer or fire directly from your ship, you will manage its entire arsenal of guns and other defenses. The ship is divided into four quadrants, which act as the lanes. Each quadrant has its own defenses, formed primarily of turrets. You must build turrets on each quadrant of the ship to deal with incoming threats, along with using upgrades and battleship deployment strategically to take out the oncoming Wrog, humanity’s enemy. Enemies arrive through warp portals, and each enemy is countered by a different type of turret and battleship. There are three essential ranges: close range, mid range, and long range/boss. Warp portals are color coded to give you a clue as to which enemies are incoming on your lower HUD. It’s your job to make sure that you have the right turrets on each quadrant to deal with the threats. Destroying enemies nets you Infinium, a liquid metal which is used as a resource to build and upgrade your turrets. The battlecarrier itself can also be upgraded using Infinium. Upgrading the carrier increases its shields, base health, and the number of available turret placements on each quadrant. You also gain additional resources which can be used to deploy battleships as an additional, temporary boost to take out swarms of enemies. At first, this seems like a pretty relaxed, if not multi-dimensional, approach to tower defense. What you begin to realize, however, is that your HUD only alerts you to incoming portals, not how many enemies will come through those portals. Your upper ship display indicates which quadrants are under attack or damaged, but to really assess the threat and respond, you must be constantly changing between quadrants. By the time I picked up on this in my first play through, one of my quadrants was being destroyed by three simultaneous waves of enemies. At full heat, you’ll be managing four separate lanes against three types of enemies while using up to eight turrets (each with a different type advantage) and deploying multiple types of ships (also with type advantages), all in real time. It’s the most exciting tower defense I’ve played since Sanctum. After playing the demo, I began talking more in-depth about the game design with Dexter Chow, who enlightened me on all sorts of additional aspects I hadn’t glimpsed while frantically racing to defend my battlecarrier. For instance, in my play through, I managed the entire ship from a basic command view, a sort of 2D view where the cannons are lined up neatly in a row in front of you as you look at each quadrant. Infinium Strike has a free roaming camera, however, letting you view your entire ship and its attackers in a 3D view, and more importantly, you can manage your defenses from any view you’re in rather than having to swap back and forth between cameras. There’s even an overhead camera with radar that you can manage from if you prefer a more traditional tower-defense approach. Dexter explained that his vision for the game came primarily from the cardboard staleness of the tower defense genre. While some developers put down their competition to sound bigger, let’s be fair – he’s telling the truth. Tower defense, as a whole, has been “been there done that” for years. Infinium Strike, however, is gorgeous, intense, and robust. It plays more like an arcade space shooter than a tower defense game, and requires some quick thinking and planning to master. Infinium Strike will launch with a full campaign story mode with multiple difficulty levels to master in a three-star ranking system. Each difficulty level not only increases the power and number of enemies, but also disables an additional turret. Players can also compete in the leaderboards of an endless arcade mode. Already Greenlit on Steam, you can expect to find Infinium Strike across PC, Mac, and Linux later this year. Full Gameplay Image GalleryThe post Infinium Strike – PAX South 2016 appeared first on MMOHuts. |
Heroes of Newerth Paragon Puppet Master Spotlight Posted: 03 Feb 2016 10:53 AM PST Heroes of Newerth showcases their next legendary avatar, Paragon Puppet Master. The post Heroes of Newerth Paragon Puppet Master Spotlight appeared first on MMOHuts. |
Posted: 03 Feb 2016 10:39 AM PST Devilian gives us a taste of the curves that are the Tempest. The post Devilian Tempest Class Teaser appeared first on MMOHuts. |
Posted: 03 Feb 2016 10:23 AM PST Battleborn showcases Galilea, an unstable immortal cloaked with dark energy seeking redemption. The post Battleborn Galilea Spotlight appeared first on MMOHuts. |
Posted: 03 Feb 2016 10:15 AM PST Battleborn introduces Attikus, a brutal combination of strength and intelligence that uses brawn and shield-draining energy blasts to bring down his foes. The post Battleborn Attikus Spotlight appeared first on MMOHuts. |
Posted: 03 Feb 2016 08:46 AM PST Ozo, an acrobatic new hero, leaps his way onto the battlefields of Vainglory! The post Vainglory Ozo Hero Spotlight appeared first on MMOHuts. |
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