Sunday, April 10, 2016

MMORPG News

MMORPG News


General: Kings And Heroes: First Gameplay Video Released

Posted: 10 Apr 2016 03:36 AM PDT

During last Friday's livestream event, Industry Games showed off some spectacular gameplay from its forthcoming ARPG Kings and Heroes which will arrive on Steam Early Access beginning April 26th. Check out the video below and leave us your thoughts in the comments!

Rust: Female Models Added, Character Gender Determined By SteamID

Posted: 10 Apr 2016 03:55 AM PDT

The Rust site has been updated with a new developer blog that details the latest update to the game, most notably female character models have been added with the additional news that the gender of a character will be determined by a player's SteamID. In other words, players do not choose what gender they will be playing in the game.

General: Beyond The Destiny: Steam Early Access

Posted: 10 Apr 2016 03:32 AM PDT

Indie developer BTD Team has announced that its genre-bending title Beyond The Destiny will be entering its early access phase of development beginning Monday, April 11th. Beyond The Destiny combines classic role-playing with real-time strategy in an open universe, all in third-person view. You can check out the trailer below to see the game in action and then visit the official site or the Beyond The Destiny Steam page.

Rift: Carnival Of The Ascended To Begin April 14th

Posted: 10 Apr 2016 03:24 AM PDT

Rift's annual celebration, Carnival of the Ascended, will begin on April 14, 2016, as part of v3.6 update. Special events will be taking place including a Carnival Instant Adventure, new Artifact sets, a new story raid rifts, daily quests and much more.

Chronicles of Elyria: Latest Tech Preview Shows Off Snow Accumulation

Posted: 09 Apr 2016 10:34 AM PDT

The latest tech preview video from the Chronicles of Elyria team has been posted that shows off snow accumulation.

Dragon Fin Soup: Large New Update & Multiple Platforms Arriving In Late 2016

Posted: 09 Apr 2016 03:40 AM PDT

Grimm Bros, an indie game developer, has announced that it will be releasing a large new update for Dragon Fin Soup. as it exists on current platforms (PC, Steam, PS4, PS3 & PS Vita) and that several more platforms will be added by the end of 2016. These include Xbox One, iOS, Android, FireTV, Mac and Linux.

Lineage 2: 12th Anniversary Celebration Begins

Posted: 09 Apr 2016 03:33 AM PDT

Lineage II is ready to celebrate its 12th anniversary in a big way throughout the month of April. Several events, contests, sales and more are planned for players. To start things off, special server settings have been put in place that include no experience loss on death, free teleports and a vitality bonus increase.

General: Revelation Confirmed For Western Release

Posted: 09 Apr 2016 03:27 AM PDT

NetEase has announced that Revelation, an MMO currently in Open Beta in China, will be heading to the West via an as-yet unnamed Russian publisher. Revelation will be active in both North America and Europe and will be available in four different languages. Check out the video below to get an idea what the game is about.

MMOGaming News

MMOGaming News


What is She Praying for Before Garen?

Posted:

What is She Praying for Before Garen?


Recent in China an elderly woman was kneeling before a statue of Garen outside an Internet cafe and doing some prays. Is she seeling some power from Garen?

MMO Show Season 3 Ep.109: Upcoming Sandboxes and Will They Make It?

Posted:

MMO Show Season 3 Ep.109: Upcoming Sandboxes and Will They Make It?


What are the upcoming sandbox games? Will they make it to be a mainstream in game industry?

League of Angels - Fire Raiders Update 3.1 Preview

Posted:

League of Angels - Fire Raiders Update 3.1 Preview


League of Angels - Fire Raiders, GTArcade's award-winning strategy RPG for mobile, has been busy preparing a brand new update for its players

Which Game Possesses Your Best Memory?

Posted:

Which Game Possesses Your Best Memory?


Nostalrius is down and another place for WoW nostalgia is gone. As my best game memory stays in WoW, which game possesses yours?

Saturday, April 9, 2016

New Games

New Games


I'm liking the new, hotter Watson in Sherlock Homes: The Devil's Daughter

Posted: 09 Apr 2016 02:00 PM PDT

It's not just me, right? I don't know what happened, or where in the timeline the latest Sherlock Holmes game takes place, but whatever it is has definitely done some good things for Sherlock's partner in crime. Watson is only one of the many pretty things shown off in the seven-minute-long gameplay video above, which includes a first look at Sherlock's investigative abilities and his Cumberbatch-esque reaction to between-case boredom. 

I'm regrettably a stranger to both this game and its most recent predecessor Crimes and Punishments, but everything about the series seems right down my alley. The interrogation system reminds me of Murdered: Soul Suspect a little bit, but in like a good way, if that's even possible. 

Sherlock Holmes: The Devil's Daughter releases for PS4, Xbox One, and PC on May 27. 

I'm liking the new, hotter Watson in Sherlock Homes: The Devil's Daughter screenshot

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League of Legends' rotating game mode system is live

Posted: 09 Apr 2016 01:00 PM PDT

Since fans are constantly clamoring for the return of some of the wackier modes in League of Legends, Riot Games is answering the call with a rotating set of them, which runs through May 1.

First up is Ascension through April 10, then Legend of the Poro King, Ultra Rapid Fire, and Hexakill. This system will be tested "over the next few months," and "depending on how popular it is," it may last longer. So if you dig those modes, use it!

Hexakill, which involves six players on a five-person map, is probably my favorite.

Rotating game mode queue now live [League of Legends]

League of Legends' rotating game mode system is live screenshot

Ray Gigant crawls to PlayStation Vita next month

Posted: 09 Apr 2016 12:00 PM PDT

Ray Gigant is coming to Europe and North America this May, western publisher Acttil has announced.

The PlayStation Vita-exclusive dungeon crawler comes from Experience Inc. (Operation AbyssDemon Gaze) and was originally published last summer in Japan, where the title only managed to sell 8,600 physical copies at launch, despite garnering a generally positive reception from local press.

Due to the game's niche appeal, and perhaps the fact this is Acttil's first solo project since its founders splintered from NIS America, it will only be released digitally via the PlayStation Store. While that may be a deal-breaker for some, others will be hearted to hear the title is PlayStation TV compatible.

By the way, Acttil also sent a dump truck of English screenshots our way for your viewing pleasure:

Ray Gigant crawls to PlayStation Vita next month screenshot

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Nab Enter the Gungeon for $10 as its launch discount continues

Posted: 09 Apr 2016 11:00 AM PDT

At the top of the sales chart this week on Steam and elsewhere is Dodge Roll's bullet-hell dungeon-crawler Enter the Gungeon. The game has received an overwhelmingly favorable reception on Steam so far with 93 percent positive user reviews and counting.

Prior to release, there was a 10 percent instant-savings discount to $13.49 on Steam. When the game released, that disappeared for a bit, but it has since returned. The same discount can be found at Green Man Gaming and other authorized retailers. With GMG, you can stack on our site-wide 20 percent off code to kick the price further down to $10.80.

The instant savings on Enter the Gungeon will run through April 12 at 9:00am Pacific. After that point, the game will revert to its $15 list price, however GMG's coupon will continue to take 20 percent off.

As of writing, Enter the Gungeon is sitting at #3 on Steam's top-selling list (just below next week's Dark Souls III), and it's also currently ranking the same over at GMG.

Nab Enter the Gungeon for $10 as its launch discount continues screenshot

Bit.Trip studio lays off employees at San Francisco office

Posted: 09 Apr 2016 10:00 AM PDT

Bit.Trip developer Choice Provisions (née Gaijin Games) has closed its San Francisco office. 

"Over the past few years, the game industry has changed so dramatically that a mid-sized studio operating as we have for the past several years, just simply can’t continue in the same way," Choice Provisions co-founder Alex Neuse confirmed via the studio's blog this Thursday. 

In a decision Neuse billed "incredibly difficult," the company "had to let some really great people go" along with the satellite office to "refocus [its] efforts" around the company's Santa Cruz headquarters.

"We did everything we could to maintain the company as it had been," Neuse added, "but unfortunately, having two studios was just not sustainable in the long term."

Choice Provisions was founded as a three-person indie team in 2007. After making a name for itself with the Bit.Trip series on WiiWare, the studio grew considerably, developing multiple projects at once and forming its own publishing label to promote and sell games from smaller teams.

Speaking with me at the PlayStation Experience in San Francisco this December, Choice Provisions co-founder Mike Roush expressed concern about the studio's latest project, Tharsis, which released this January for PlayStation 4 and PC after a prolonged development cycle.

Tharsis was initially conceived as a mobile game and slated for an early 2015 release, but the studio spent an additional year transforming it into a full-on console title. While more time in the oven resulted in a more impressive experience, Roush conveyed worry about mounting development costs.

Choice Provisions didn't name Tharsis as a reason behind the San Francisco office's closure, nor did it indicate the title failed to meet sales expectations, but it might have been a contributing factor.

When Destructoid reached out to Choice Provisions for further comment, Roush said there were "a lot of factors" behind the decision, and reiterated the company's official statement. He called the news "sad," but asserted "it was right call to keep the company as a whole alive." Roush wanted to make clear "the Santa Cruz studio is still going strong and we will continue to make great games and publish unique titles [like Space Dave! and Drive! Drive Drive!]."

Destructoid wishes everyone affected by the studio closure all the best moving forward. 

Moving Forward [Choice Provisions]

Bit.Trip studio lays off employees at San Francisco office screenshot

Experience Points .33: Beyond Good & Evil

Posted: 09 Apr 2016 09:00 AM PDT

Experience Points is a series in which I highlight some of the most memorable things about a particular game. These can include anything from a specific scene or moment, a character, a weapon or item, a level or location, a part of the soundtrack, a gameplay mechanic, a line of dialogue, or anything else about the game that is particularly noteworthy and/or awesome.

This series will no doubt contain spoilers for the games being discussed, so keep that in mind if you plan on playing the game for the first time.

This entry is all about Beyond Good & Evil. Feel free to share some of your own favorite things about the game in the comments!

Experience Points .33: Beyond Good & Evil screenshot

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Yes, you can fully pilot Final Fantasy XV's flying car

Posted: 09 Apr 2016 08:00 AM PDT

That quiet riot of a slick, black Cadillac that's almost a character unto itself in Final Fantasy XV's bro'd-trip can sprout wings and take to the sky, Square Enix teased at last week's weird-ass Final Fantasy XV event.

Square confirmed with Game Informer that the flying vehicle is fully controllable, like previous airships in the series. However, your elevation doesn't mean you can cross the map in a few seconds like you did in the more pixel-y days. Also, there aren't too many details, but it looks like you have to put some effort into landing, too, rather than just tap a "land" button.

"The player will obtain the flying Regalia near the end of the game as an additional challenge," director Hajime Tabata said. "When certain conditions are met, the car is remodeled to the flying model." That placement makes sense. The ship couldn't exactly be integral to the game's design given that the team wasn't even sure the airship would make it in in the first place (suggesting that if the airship missed launch, it'd come as DLC). There won't be sky encounters either.

Still, kind of a neat way to keep the Regalia (that's the car's name; it belonged to Noctis' father) as part of the crew, rather than ditching it when new air transport shows up. Glad the airship is making Final Fantasy XV's launch.

Also, do you guys remember the god damn yacht the crew drives at one point? It's not one of the car transformations or anything. I'd just forgotten about it. What a world.

What You Need To Know About Final Fantasy XV's Flying Car [Game Informer]

Yes, you can fully pilot Final Fantasy XV's flying car screenshot

Let's stop pretending we're heroes

Posted: 09 Apr 2016 07:00 AM PDT

I have never been a hero in a video game. Ever.

I've been told I'm a hero, though. Literally hundreds of times. I have accomplished heroic feats -- putting oneself in significant personal danger for the sake of reducing harm to others -- exactly zero times.

Most recently, I've been playing Overwatch, which I enjoy a lot. The character designs are great, and the fast-paced shooter action lands in a sweet spot between Team Fortress 2 and MOBAs that I really, really like. But the game, and much of the ancillary material around it, persists in referring to its characters (and by extension, its players) as "heroes." And that kind of rubs me the wrong way, because the core gameplay of Overwatch isn't about heroism. Heck, it's not even about loyalty to a faction or ideology, since you can have "good" and "evil" characters on the same team.

Overwatch is about getting into a group, beating the shit out of your enemies, dying a lot, leveling up, and having fun. Which is totally fine. It's just not at all heroic.

Let's stop pretending we're heroes screenshot

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PC Port Report: Quantum Break

Posted: 09 Apr 2016 06:00 AM PDT

Originally announced as an exclusive alongside the Xbox One in 2013, Quantum Break’s PC port came as a surprise when it was revealed only a couple of months ago.

As one of the first major PC releases to be a Windows 10 exclusive, it is probably the first time a lot of people get to see exactly what Microsoft and its Universal Windows Platform can do.

Unfortunately, Quantum Break isn’t a good first impression for UWP. It is a poorly performing shambles that not only feels like a rushed port, but also shows everything that is wrong and worrying with Microsoft’s current push into PC gaming.

Originally announced as an exclusive alongside the Xbox One in 2013, Quantum Break’s PC port came as a surprise when it was announced only a couple of months ago.

It’s one of the first major releases to be a Windows 10 exclusive, and so is probably the first time a lot of people get to see exactly what Microsoft and their Universal Windows Platform can do.

Unfortunately, Quantum Break isn’t a good first impression for UWP. Quantum Break is a poorly performing shambles that not only feels like a rushed port, but also shows everything that is wrong and worrying with Microsoft’s current push into PC gaming.

Looking through the options menu, you’d be forgiven for thinking Quantum Break’s PC port was competent. It has full key rebinding, and there are some pretty advanced graphics options available: volumetric lighting, shadow resolutions, ambient occlusion, reflections, all that good stuff. There’s even support for up to 4K resolutions (sort of, but we’ll get to that)!

Except, because this game runs on Microsoft’s controversial Universal Windows Platform, there are a few significant caveats. There are no options to disable vsync, and there is no dedicated fullscreen mode. Instead, you’re either forced into windowed or a borderless windowed fullscreen mode. I’d consider the ability to change these two things basic functionality in a AAA PC port, so being forced into them in Quantum Break is disappointing.

Outside of UWP, I would’ve liked more anti-aliasing options. Quantum Break only includes the ability to turn it on or off, with no in-game functions letting you pick the type of AA best for your system. In other words: Quantum Break does the fancy things a good PC port does but at the cost of some of the most basic, bare-minimum settings.

Visually, the PC version suffers majorly due to massive amounts of unnecessary blur. According to Inquisitr, the Xbox One version Quantum Break doesn’t actually natively render the game at anything above 720p, and instead opts for temporal reconstruction. It appears as if the same happens here on PC. While that may be a decent (if controversial) way of handling 1080p and higher on Xbox One, being close to the monitor on PC just leads to the game looking incredibly, uncomfortably blurry.

To top it off, the game also suffers from texture and detail pop-in. I’ve stared at signs up for upwards of 10 seconds before it decided to load something other than a pixelated, blurry mess. It’s disappointing, because the visual design of the game is so good, and it’s being let down by technical problems.

Now the big question is how does it perform? Thanks to the wonder that is UWP, no third-party overlay actually works in Quantum Break, and so none of my standard framerate monitoring tools seem to work. As such, I can’t give accurate FPS numbers, but I can most definitely say this: no matter what graphics preset I tried, it doesn’t run well at all.

On medium and ultra, I would sometimes get moments of relative smoothness. It’s no locked 60FPS, but it was playable. Unfortunately, those periods were often interrupted by significant stuttering. Most of the time the stuttering was a standard framerate drop, and in those instances I can make an educated guess that It could drop as low as the low-teens.

But that wasn’t the only type of stuttering I had. Sometimes there were drops that felt more like network lag than anything else. My inputs were still being read, but the game often tried to jerkily catch up with it, often resulting in me wildly over-aiming or the camera going haywire. I disabled my internet to see if it really was a network lag problem, but the problems persisted. The only other thing I could pin this down to it the game being installed on a mechanical hard-drive, like all my other games where this problem doesn’t occur. Either way, a game with two distinct flavours of stutter is not okay.

But what of the low graphical preset? Not only does it pump up that visual blur to personally unplayable levels, it seem as if the stuttering is now constant. Moving the camera is jerky, and character movement feels stutter, and that’s before the previously mentioned framerate dips and not-lag kick in. Playing on the low presets was somehow an even worse experience that I really, really suggest you avoid.

None of the performance problems seem to be limited to specific areas. I could be running fairly smoothly in large, busy area full of visual effects, and then crawl to a halt in a sparse corridor. On reloading the game, I could then see the exact opposite in the same area. Stutters occurred randomly, with no sensible explanation as to their cause.

However, it’s worth noting at this point that there are notable differences in performance between AMD and Nvidia graphics cards. According to Eurogamer’s Digital Foundry, there can be as much as a 20FPS increase if you’re playing on an AMD card. I don’t have access to an AMD card comparable to my GTX 980, and so am unable to confirm this for myself, but it’s definitely something to keep in mind.

Digital Foundry also raises another interesting point that I am unable to confirm for myself due to the lack of framerate monitoring tools: your framerate appears to be locked to five-sixths of your monitor’s refresh rate. They ran the game on low settings on an Nvidia Titan X and could still only get a maximum of 50FPS. If you were hoping on getting 60FPS at any time (as you should do with a decent gaming PC in 2016), you’ll be severely disappointed.

The kicker to all of these problems is that there aren’t any possible fixes, because all the game files are locked down tight. Thanks to our old friend UWP, there are no .ini files to tweak, no directories to mod, no nothing. These are problems people like Durante would’ve been able to fix within days, but thanks to Microsoft and the Windows Store, it’s entirely up to Remedy themselves.

Quantum Break’s PC port is shameful for multiple reasons. Not only does it perform poorly and suffer from graphical glitches, but it also highlights exactly why Microsoft desperately needs to rethink UWP.  No third party overlays, forced v-sync, forced borderless windowed mode, and no access to files to fix rushed port jobs makes Quantum Break, and any other Windows Store game, something I couldn’t suggest under any circumstances to anybody.

Go buy it on Xbox One if you’re desperate for it, the PC port is a tire fire.

I was really excited to try out Quantum Break. I adored Remedy’s Alan Wake, I’m a sucker for time-control stories, and in his review Brett praised the game for its action sequences and neat storytelling ideas. Everything was adding up to Quantum Break being something I’d be into, but unfortunately, the only feeling I have about it now that I’ve actually played it is boredom.

On a positive note, Remedy managed to prove it still knows how to make fun gunplay, as the shooting in Quantum Break feels meaty and satisfying. It’s fun to freeze someone in a time bubble, unload a whole magazine at their head, and then watch as time speeds up and they get hit by thirty bullets at once. I would’ve liked some more weapon variety, though, because every gun feels similar.

 

Unfortunatelty, that’s where my enjoyment of the game comes to an end. The story feels like something out of a SyFy miniseries – time’s broken, it’s up to Iceman from the ­X-Men movies to save the day. Every twist and turn of the plot is predictable as all hell, and the clichéd dialogue doesn’t make it any better. While the voice acting performances are great, if I have to hear someone put an incredibly cheesy emphasis on any words to do with time in their normal speech (“Tiiiiime if of the essence…”) one more time, I am going to scream.

“Linear” is often a criticism unjustly thrown at games, but I think in Quantum Break’s case it’s entirely valid. You’re just being pushed along through various visually similar shipping yards and lab corridors from one set piece to the next, with maybe a painfully obvious time-control puzzle dropped in to break things up every once in a while. Nothing Quantum Break does really sells me its world, and so opening it up a bit more and letting me explore would’ve been nice.

To sum everything up, I’m really disappointed with Quantum Break. It had all the parts there to make something really great, but sloppy writing and frustrating map design turned me off to it entirely.

If you can find the Xbox One version on sale somewhere, it might be worth your time just as a few hours of flashy, visually interesting sci-fi guff. But as a full-priced title, there are definitely better games out there.

PC Port Report: Quantum Break screenshot

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Review: Baldur's Gate: Siege of Dragonspear

Posted: 09 Apr 2016 05:00 AM PDT

Fifteen years. Fifteen years! She got one of your kids, got you for -- wait, no. That's how long it's been since we've seen a new Baldur's Gate game. The Enhanced Editions have been kind enough to grace our presence recently, giving us a strong reason to revisit the series, but there's never really been a big draw to playing those editions over the modded originals.

Until now!

Review: Baldur's Gate: Siege of Dragonspear screenshot

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That new Mega Man cartoon looks like it's seriously happening

Posted: 09 Apr 2016 04:00 AM PDT

I've seen a ton of video game related projects come and go. Some director or developer off-handedly mentions something about a TV series or a spinoff game in an interview, people go wild for a few days, and then nothing happens for over a decade. That might have happened with the new Mega Man cartoon that was announced last year, but according to a brand new updated landing page from Dentsu Entertainment USA, that doesn't seem to be the case.

The plan, along with creators of the cartoon BEN 10, is to target a 2017 launch for the series to "coincide with the 30th anniversary of Mega Man." Everything seems to be in order so far, and the screenplays are being written as we speak. There's even a new logo out there!

Is Capcom biding its time to unleash a giant Mega Man explosion next year? Maybe? Maybe it'll just be tons of merchandise, as always. We'll see!

Global Franchise Development [Dentsuent via Rockman Corner]

That new Mega Man cartoon looks like it's seriously happening screenshot

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Nintendo still coy about exactly what makes them delete a Super Mario Maker level

Posted: 09 Apr 2016 03:00 AM PDT

As you may have heard, Nintendo has been deleting select Super Mario Maker stages lately, including a series of levels from popular streamers. The problem is, they don't really explain why this is happening, and these bans can come without warning, citing broad strokes like "inappropriate content," for levels that have nothing of the sort.

So Nintendo came up with some new guidelines (which you can read below) that either expand upon known points or add other tidbits in, and they're still very vague. They'll really have to take a good look at the community's concerns and come up with something a bit more airtight to avoid more unrest.

Chalk this up to Nintendo's inexperience with online communities and online services in general. They're getting better, as evidenced by the new iteration of My Nintendo and the wonderful support for Splatoon, but they still have a ways to go.

A Course I Uploaded Seems to Have Disappeared. Where Did it Go? (Super Mario Maker) [Nintendo] Thanks Ron!

Nintendo still coy about exactly what makes them delete a Super Mario Maker level screenshot

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Tales of Link now available in the West

Posted: 09 Apr 2016 02:00 AM PDT

Two years after its Japanese release, Bandai Namco's mobile role-playing game Tales of Link is finally available in western markets (subtitled in English) via the iOS App Store and Google Play.

Despite being a fan of several of the games from which Tales of Link draws its all-star cast of Tales protagonists, the nostalgia hasn't been the main draw for me in my limited time with the game thus far. No, surprisingly, the combat system has me hooked. It's somewhat simplistic in nature, but I quite enjoy linking together groups of same-colored fighters to create more powerful attacks in battle.

If you're anything like me and have spent way more time with apps like Puzzle & Dragons and Terra Battle than any supposed grown-up human being should, this game should scratch a similar itch.

At the very least, it's a nice free mobile RPG to play on the can or in a waiting room somewhere.

Tales of Link now available in the West screenshot

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Pokemon Go beta heads to Australia, New Zealand

Posted: 08 Apr 2016 05:00 PM PDT

Pokémon Go's field test is coming to Oceania this month, developer Niantic Labs announced today.

Australia and New Zealand will be the first western countries to get it in on the beta program, which launched exclusively in Japan last month. For a chance to help test the game, you can sign up here.

Unfortunately, not everyone who applies will be accepted as a tester, as selection will be "based on a variety of factors which may include OS-types, experience in real world games and an element of luck."

Pokémon Go will launch in full sometime later this year for iOS and Android devices.

Pokémon GO field testing expands to Australia and New Zealand [Niantic Labs]

Pokemon Go beta heads to Australia, New Zealand screenshot

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