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Posted on August 16th, 2010 (17 days ago) by Levi
Filed under: Featured Article, Levi's 2 Plat, Opinion, Reviews | No Comments »
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This will be the first of at least two, maybe three reviews I will do on Dungeons and Dragons Online. I am writing this in multiple sections because there is a lot to cover, it wouldn’t be ethical to discuss what I haven’t experienced firsthand, and because I want to be able to give the proper attention and time to all the aspects of Dungeons and Dragons Online (DDO) which I wish to discuss.

Until recently, I didn’t play DDO for quite a long time. For those unfamiliar with the game, the level cap is now 20. When I played, it was 10, and it was a very different game. We used to joke that it should be called Dungeon and Dragon because there was only one dragon in the whole game. My best guess would be that I quit shortly after the release of Module 3 in October 2006.

Continued…

Posted on August 12th, 2010 (21 days ago) by Jake
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bd1

Have you ever wanted to sit in your office while filling out paperwork and conquering the whole world at the same time?!  Well, now you can!  Battle Dawn is a browser based strategy game developed by Tacticsoft.  It uses a turn based system that allows players to manage their cities and resources casually without the stress of playing a real time strategy game.  The game allows you to form alliances, create enemies, lay waste to other user-created fortresses, and build your own into a magnificent powerhouse.  I’m sure you’re all thinking that this sounds like a fun and easy game that you would casually play in your spare time, but is it as good as it sounds? Or does this browser game need a whole new direction?  Find out in my Battle Dawn review below!

Continued…

Posted on July 30th, 2010 (35 days ago) by Levi
Filed under: Featured Article, Levi's 2 Plat, MMORPG News, Opinion, Reviews | 4 Comments »
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Dark Age of Camelot (DAoC) is a game that many new gamers have never heard of. Why? It is undeniably old, released in 2001 by Mythic Entertainment. Though old, DAoC has an alive and booming server still, because of one reason: Realm v Realm (RvR). No, not that RvR in Warhammer - but real RvR, because DAoC has three realms instead of two, something that I think current game developers have overlooked. You may think that it’s all well and good, but there is no way that DAoC could still be a viable PvP game after all this time. Wrong, in February of this year, Ten Ton Hammer rated DAoC as #1 pay-to-play PVP game. Whether you are a DAoC veteran who hasn’t played the game in years, or a new player, who like many of us, are unsatisfied with PvP and the current MMO options, I will attempt to bring you up to speed on the current state of Dark Age of Camelot.

Continued…

Posted on July 23rd, 2010 (41 days ago) by Levi
Filed under: Featured Article, Levi's 2 Plat, Opinion, Reviews | 2 Comments »
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Warhammer Online PQs – A good idea gone bad

An author’s note: Why am I writing about Warhammer, particularly about something that largely took place during its early days? Because I am truly passionate about the mechanics and systems within MMOs – How developers approach various aspects of their games and how different those mechanics turn out to be compared to another games. Where one fails (or succeeds) another will often pick it up and improve upon it. Hopefully this is a simple start; a review and critique of why one great idea turned into a major disappointment.

I was very excited for the release of Warhammer Online. First and foremost, because it was made by Mythic Entertainment, and it was only natural for me to think they might have learned from their mistakes and time with DAoC. Of course I was dead wrong, but Warhammer did launch with some new and exciting features largely unseen to the MMO world. I want to discuss one in particular that seemed to have so much potential, yet ended up so bad: Public Quests.

Continued…

Posted on July 15th, 2010 (50 days ago) by JustinS
Filed under: Featured Article, Reviews | 4 Comments »
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Astral Ship

Since the launch of its open beta on February 16, 2010, Allods Online has only grown in popularity. Originally deemed World of Warcraft clone, this game has many unique features mixed in with an already popular MMO formula.

The most alluring feature in Allods Online is the Astral ships. Imagine owning and piloting your own vessel, attacking Astral demons to gain fuel for your ships scanners, allowing you to navigate through the ever changing Astral, a destructive force that destroyed the planet Sarnaut leaving behind floating islands in space called allods. The ships are a crucial part of end game, allowing you to navigate the allods. At level 40 players can join a group of 25 other players to make a raid party and explore the allod. On the islands are bosses that drop treasure chests when defeated. The treasure you get on the islands can’t be distributed among the crew until you dock at your home port. Until you reach port, an enemy vessel can attack you, board your ship, and steal all of your treasure for themselves. That’s right, Pirates.

Continued…

Posted on July 12th, 2010 (52 days ago) by Staci
Filed under: Featured Article, Reviews | 3 Comments »
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I upgraded to a hot pink SUV.

All Points Bulletin officially launched Tuesday, June 29, 2010, after a ten hour headstart was given to pre-order players.  Developer Realtime Worlds partnered with EA to publish the game and it hit retail shelves and online download sites in full force.  The premise behind the game is simple.  Shoot other players and drive cars, preferably over other players.  It’s a full player on player combat system with some role-playing elements thrown in.  Is it fun?  Absolutely.  Does it have problems?  Well, it IS an MMO, isn’t it?  Any time other people are thrown in, there are bound to be problems.  That being said, All Points Bulletin is still a solid entry in the shooter MMO market.

Continued…

Posted on June 14th, 2010 (80 days ago) by JonathanMPickering
Filed under: MMORPG News, Reviews, Trailers | 9 Comments »
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Creaky Corpse, Ltd, previously known as Jagged Blade Games has recently launched the first demo of their upcoming 3D Zombie MMO – Dead Frontier.

Dead Frontier combines 3rd person survival horror action with more traditional role-playing elements to create a totally unique MMO experience. Players skulk around, avoiding death at every turn in the undead-infested city of Fairview.

Dead Frontier plays exclusively in your browser and requires no extra downloads of any kind. Registration is straightforward and simple. Sign up here.

Currently a 2D game, Dead Frontier, the #1 free-to-play zombie MMO on the market, is being upgraded to a 3D version. The demo version is only available to Dead Frontier Gold Members, but a version for everybody is expected to be released in early July.

Neil Yates, Lead Developer at Creaky Corpse Ltd, stated “We are pleased to have been able to release this first demo on schedule, the expected initial bugs have been quickly rectified and we are confident that we can move to full release in early September 2010”.

Check out Dead Frontier’s game play footage here.

Posted on May 31st, 2010 (94 days ago) by Eric
Filed under: MMORPG News, MMORPG Related, Reviews | No Comments »
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One of the biggest turnoffs the MMO genre has is the time factor because lets face it, if you don’t put in a lot of time into an MMO game you’ll fall behind. This time investment turns off a lot of gamers because they don’t want to go through the grinding and farming that goes on. Luckily for them there is a web based, free-to-play MMO that only takes 5 minutes to to hit max level!

The 5 Minute MMORPG is a game that prides itself as being the only MMO that doesn’t require countless hours to reach max level and is grind free.The game is actually quite fun to play and is extremely easy to pick up. There’s also a “lag” factor that the 5 Minute MMORPG incorporates which makes the game unique but I’ll get into that later.

Controls

The controls are very simplistic. Arrow keys are used to move your character across the map. “A” is used to swing your sword and “S” is used to shield yourself from an attack. Holding down the movement keys makes you move faster because it will que up the given commands.

Game Play

Here is where the game really shines. I mentioned earlier about a “lag” factor. The way the game plays out is as you move around the map you see projected images of yourself. This is the “lag” factor that the game implements. The challenging part of the game is trying to predict where a character goes and then pressing “A” to hit them with the sword. This may sound easy but it’s hard to do because all the movement and action commands you give have like a 2-3 second delay. Also the lag factor is based on how many players there are in the game.

As you move around there will be items that pop up around the map. The items look like rubies, treasure chests, etc. Moving over these items gives you a few levels.

End Notes

The 5 minute MMORPG is a very unique game that gets rid of the grind factor that all MMOs have. This game isn’t meant to replace a “real” MMO but rather be a fun game to play every now and then. The “lag” factor makes the game play a very unique and fun experience. Originally I wasn’t expecting much from a free and web based game but it defied my expectations. I would recommend this to any gamer since it’s so easy to pick up and play. The PvP action is just hilarious if you play with a group of friends. So go ahead and try it out!

Posted on May 22nd, 2010 (103 days ago) by JonathanMPickering
Filed under: Reviews | 1 Comment »
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The folks over at MMORPG.com have released a detailed review of Funcom’s Age of Conan latest expansion, Rise of the Godslayer – one of the coolest expansion titles ever birthed. Most people saw Conan largely as a dissappointment and the game quickly lost subscribers because of its lack of appropriate content to compete with some of the best MMO’s on the market.

It may of taken two years, but with this latest expansion, Conan has finally stepped it up to compete with the big boys and become one of the more impressive MMO’s to date. For the full review of Age of Conan: Rise of the Godslayer, click here.

Posted on May 13th, 2010 (112 days ago) by JonathanMPickering
Filed under: Interviews, MMORPG News, Preview, Reviews | No Comments »
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ZAM.com recently sat down with Star Trek: Online Executive Producer Craig Zinkievich to discuss details about the expansion, Season One: Common Ground and future updates to the game.

Zinkievich first talked about Season One and its patch saying that the people at Star Trek: Online thought the their first expansion and patch “went well,” but expressed concern for them to “continually get better and better.” Zinkievich felt that the first expansion and subsequent patch “addressed players’ concerns and [they] got new fresh content in the players’ hands.”

When asked what the development team learned through the release of Season One, Zinkievich said, “We’re still tabulating, really. The initial reaction was very positive, but of late some people have expressed reservation because our Special Task Forces have been too difficult. My read on that is the folks who really live for that super-challenging content ate it up and had a lot of fun, but people not especially used to that style of gameplay are running into some trouble. We really did challenge our max-level players here, and we’re still figuring out what’s an appropriate difficulty level for everyone.”

Zinkievich then answered questions concerning the “death penalty” and “difficulty sliders” features currently being applied on the public test server saying, “We found that a lot of people are looking for more of a challenge. So the idea with the difficulty slider is that if you want more of a challenge you can crank the difficulty slider up and you may have a death penalty but you also may get better rewards. When you’re playing with a death penalty, you accrue injuries upon death. Different injuries provide different debuffs to your character or ship. They’ll fade over time, but you can use special items to remove them immediately. We opted to develop the difficulty slider and death penalty because our players asked for it. People wanted to increase their feeling of risk in the game, and we reacted to those demands. We’ve been working closely with our community on our test server to make sure it’s something that satisfies the players interested in a more challenging experience, but doesn’t infringe upon the people having fun now.”

Zinkievich commented on the success of the “Tribble” public test server stating, “We get great feedback on the forums but the nice thing about the test server is that you can give something specific to the players and allow them to play through it. Then you get really focused feedback in which they can go into detail about what they liked or what they didn’t like.”

Zinkievich also discussed Memory Alpha and gathering and crafting mechanics in general when he said, “We’re always looking at ways to improve Memory Alpha and to broaden crafting to make it more appealing to everyone. We’re making headway on Memory Alpha and are looking forward to releasing a preliminary update on it soon.”

Next, the “mini-game” rumors circulating forums were discussed when Zinkievich mentioned, “We are working on a Dabo mini-game. What’s been great about that is it’s a part of Star Trek lore, but no official rules exist on it. We know it’s a casino game that resembles table games you’d find in Las Vegas, but that’s about it. So we’re looking at a ground-up mini-game to share with players. Mini-games aren’t easy to design, so it’s been a fun challenge for us.”

Zinkievich then discussed getting new content to the fans on a schedule of 45 to 90 days as discussed at the game’s launch stating, “This is something we are shooting for. We’re going to try to get new content to our players as soon as possible. We learned that instead of waiting and doing one major update every so often that it would be better if we got smaller content updates more often. I would say 90 days would be the longest that we would want to go without doing an update. Of course if we release something much larger in scale then that might take a bit longer but we do want to get new content to our players as soon as we can.”

Season Two was then brought to the table when Zinkievich said, “ We just released a sneak peek of what’s coming in our Engineer Reports section of our forums. Some of what we’re working on is Klingon Episode missions, a new skill point cap, more high-end Episodes, a Federation diplomatic corps, and so on. July is going to be very exciting for our players and us.”

Zinkievich elaborated on this concept of Episodes and Seasons when he said, “We like terming our big updates” Seasons,” like a TV show. Most everyone understands what it conveys. It’s a significant addition to the game, but not a world-shaking event. Seasons are natural progressions. Something huge, like an expansion, would need another name.”

“Non-combat” missions and “diplomatic” and “anthropological” gameplay was then brought up and Zinkievich responded saying, “We’re still ironing out the details, and I don’t want to give away too much because we don’t have anything set in stone yet. We’re still at that point in development where things are very fluid, so anything I say now could change tomorrow, and I’d rather not confuse people by mistake. We’ll have more information on this soon.”

Zinkievich next answered questions concerning the Special Task Force missions adding, “The reception has been very positive from some players, but other players have expressed concern over their difficulty. That’s something we’re constantly tweaking. And we plan on releasing new STFs as often as we can. We want to continue telling the Star Trek Online story, and these special missions are one way of doing so. We’ve also got more Episodes—and more high-end Episodes—planned in the future, as well.

Adding to this sentiment, Zinkievich talked about special live-events and GM-led events mentioning, “We try to do community events, so I’m sure we’ll set something up in the future. We’ve also done a “play with the devs” event not so long ago. We really enjoyed that, so I wouldn’t be too surprised if we did that again.”

To round out the interview, Zinkievich was then asked some general questions concerning MMO’s overall and the constant need to update games saying, “I think with most MMOs players are going to get through content faster than you can make it. Making new content takes time. The key is us adding more content throughout the game that is fun and re-playable so that it gives players something to do while we make more content.”

Finally, class definition was gone over, asking if there will be more differences in the three major archetypal character’s: Tactical, Engineering and Science. Zinkievich said, It’s something we may take a look at eventually. We feel that the different class types stand up on their own. We wanted to make them similar enough where you didn’t have to be grouped up with other players outside your class. For example, if I am a Tactical officer, we wanted where I can play with other Security officers. We don’t have to have a Science and Engineering officer with us to do the mission, even though it’d probably help. You want each class to have their own distinctions and we’ll continue to look at these and make adjustments if need be.”

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Logo Runes of Magic

Score:
9
Rank Game Title Score
2 Allods Online
8.75
3 Global Agenda
7.25
4 Guild Wars 2
7.25
5 Dungeons & Dragons Online
6.5
6 Mythos
6.5
7 Guild Wars
6.25
8 Atlantica Online
6
9 MapleStory
5.75
10 Runescape
5.75
Logo Eve Online

Score:
8.25
Rank Game Title Score
2 All Points Bulletin
7.5
3 World of Warcraft
7.25
4 Champions Online
7.25
5 Age of Conan
7.25
6 Aion
7.25
7 Star Trek Online
7.25
8 Star Wars: The Old Republic
7.25
9 City of Heroes
7.25
10 Warhammer Online
7
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