Matt is an incurable, lifelong nerd who has almost certainly spent more time in front of various screens and monitors than is strictly healthy. On the rare occasions that he manages to pull himself away from said screens and monitors, he's probably absorbed in a good book or scribbling down the latest half-formed story that's popped into his head.
Currently Playing: Black Desert
Throughout their time in Monster Hunter World, players will have to make a lot of decisions, but none of them are as important — or as difficult — as deciding which of the game’s 14 weapons to take up. With so many options to choose from, it can be a daunting task to figure out which weapon best fits your playstyle, and even after you’ve made up your mind, there’s still the matter of figuring out how to master your weapon’s mechanics and moveset, as well as deciding on which skills to incorporate into your build.
In the hopes of making the process a bit easier for both greenhorn and veteran hunters alike, I’ve compiled some brief (and some not-so-brief) rundowns of each weapon and its playstyle, core mechanics, useful moves and combos, and recommended skills. These are by no means comprehensive guides, but I hope that they’ll serve to give players interested in picking up a new weapon a good idea of how they play and which skills will most benefit them.
It’s been just over a month now since Monster Hunter World launched on PlayStation 4 and Xbox One, heralding a brand-new generation of Capcom’s acclaimed action-RPG franchise. As the first entry in the series developed for current-gen, non-handheld consoles since 2009’s Monster Hunter Tri, World marks a major transition for the series, one that brings with it sweeping changes to the time-honored formula upon which the series was built. There’s been, of course, some anxiety among the game’s community about what these changes might mean for the game’s future, with some fearing that the game would be watered down to attract a wider audience.
However, after putting a frankly embarrassing number of hours into the game, I’m happy to be able to say that there’s no need to panic. New features have been added, mechanics have been streamlined, and the world – fittingly enough – is more expansive and engrossing than ever. That’s not to say that the jump to a new generation has come without its costs, but make no mistake: For all its sweeping changes, World is still Monster Hunter through and through. And if you ask me, it’s the best one yet.
As the end of January draws ever closer, so too does the official console release of Monster Hunter: World, the latest entry into Capcom’s venerable series of action-RPGs that began nearly 15 years ago with the release of the original Monster Hunter on the PlayStation 2 in 2004. It’s a momentous occasion for fans of the series, as it marks the first time since 2013’s Monster Hunter 3 Ultimate – itself an enhanced remake of 2010’s Monster Hunter Tri – that a main-series title will get a Western release on a non-handheld console. Although the series has long enjoyed popular success in Japan, where handheld consoles have a much stronger core playerbase, it has remained a largely niche title in the West, where home consoles and PCs reign supreme.
So I don’t think it’s too much of a stretch to say that the imminent release of Monster Hunter: World on PlayStation 4 and Xbox One (and the PC release slated for this Autumn) marks the start of a new generation of Monster Hunter. With this new generation of the series, there’s bound to come a new generation of would-be Hunters eager to experience the franchise’s unique brand of skill-based combat and addictive “kill-carve-craft” gameplay cycle. While the Monster Hunter community, in my experience, is far and away one of the friendliest, most helpful communities I’ve ever had the pleasure to be a part of, and there are already dozens of wonderful resources to help fledgling players find their footing, I thought I’d do my part to put together a quick primer for any greenhorns who may be taking their first steps into the expansive, sometimes-overwhelming realm of Monster Hunter when MHW drops on the 26th.
The end of September marked a major milestone for Dauntless, the upcoming monster-slaying action-MMORPG from indie developer Phoenix Labs, as it officially concluded its Founder’s Alpha event and made the jump into closed beta. Since then, legions of would-be Slayers have stormed the Shattered Isles, taking up arms to defend the last bastions of human civilization from destruction at the hands (and talons, fangs, or similarly sinister appendages) of the marauding monstrous beasts known as Behemoths.
And as it so happens, I was one of them. As a long-time fan of Capcom’s venerable Monster Hunter series, which pioneered the “kill-carve-and-craft” action-RPG subgenre upon which Dauntless aims to build, I’ve been eager to check it out for some time now. So when closed beta rolled around, I shelled out for a Founder’s Pack and joined my fellow prospects in the frontier settlement of Ramsgate, where I hoped to prove worthy of the Slayer mantle, or failing that, then at least to avoid dying horribly.
We’re in the midst of a sort of sandbox renaissance, with numerous sandbox titles under development and more seeming to scuttle out of the woodwork on a regular basis, all vying for the attention of the masses of gamers weary of the World-of-Warcraft-inspired theme park formula that has dominated the market for so long. Among these contenders is Gloria Victis from indie developer Black Eye Games, a medieval, low-fantasy title that aims to meld an open-world sandbox MMO with the frantic swordplay action popularized by games like Mount and Blade and Chivalry.
Gloria Victis, like many of its compatriots in this new wave of sandbox MMOs, is still in development, but players can get a look at the current state of the game through Steam’s Early Access program. But if you’re one of the many who are (justifiably) wary of dropping money on unreleased games, don’t fret: I’ve taken the plunge in your stead to take a look at how things are shaping up.
Last weekend, Crowfall developer ArtCraft Entertainment held the last of its February playtest weekends, inviting the game’s Early Access backers to jump into the gameworld to play, test, and provide feedback on the game in its current state of development. As one of said Early Access backers (full disclosure there), I was among those invited to take part in the test, and having last played the game sometime early last year, I figured now would be a good time to pop in and see how the game’s coming along.
At present, the game build is a very early one that the devs have dubbed Pre-Alpha 2.0, so the features on display during the playtests are both limited and almost certain to undergo radical changes between now and Crowfall’s eventual launch. The game’s current, rather bare-bones incarnation includes the frameworks, in varying stages of completion and polish, for its basic gathering, crafting, and PvP combat features, though my playtime over the weekend was limited largely to the former two, with relatively little in the way of bloodshed. I don’t consider that to be altogether a bad thing, though; even this early implementation of Crowfall’s gathering and crafting systems is intricate enough that I reckon it deserves a column in and of itself, so let’s go ahead and dig in.
It’s been over a month now since ArcheAge’s
massive update 3.0 went live, adding oodles of new content to Trion’s
expansive fantasy sandbox. The update, dubbed Revelation
, is indeed monumental: It introduces two new races, the Dwarves and the Warborn—who join the Nuia and Harnya, respectively—and new starting zones for each; two massive new housing zones (one for each continent); new housing and social features such as housing-zone community centers and an overhauled family system; and an absolutely ludicrous number of adjustments and changes to almost all of the game’s existing systems.
On top of all the new content, Revelation also brought another new feature to ArcheAge’s proverbial table: brand-new “fresh start” servers, which are limited to players whose accounts were created on or after December 8th, 2016, and feature a modified version of the in-game cash shop that aims to limit the much-decried pay-to-win aspects of the game.
As someone who has always wanted to like ArcheAge but just couldn’t get past the pay-to-win stigma and the domination of the legacy servers by established players and guilds, I was intrigued by the prospect of starting the game with a blank slate, so I joined the flock of fellow fresh-starters to see if the experience might erase my former misgivings.
On Monday, I delivered to you the first part of my impressions of the newly launched Warhammer 40,000: Eternal Crusade, laying out both the basics of the game and whether it measures up as an MMO. Today, I’ll answer the second set — maybe the more important set — of questions my piece posed: Is the game finished, and is it fun?
Is Eternal Crusade finished?
Not even close. I mean, let’s say we set aside for a moment the previously-mentioned pushing back of the open-world elements of the game – elements that I consider to be core to the (ostensibly) planned vision of the game – which of course means that the game is by definition unfinished. Let’s say we set aside the fact that we are (ostensibly) talking about an MMO which, by the industry-standard principle of regular post-launch development and updates, are arguably never “finished.”
Even with those allowances, Eternal Crusade is, by almost every criteria, objectively unfinished. The idea that someone, presumably a person in a position of authority within the studio — or publisher, as the case may be — took even a cursory look at the current state of Eternal Crusade and said, “Yeah, that’s ready for launch,” is frankly inconceivable.
In the grim darkness of the future, there is only war. That may be unfortunate for the inhabitants of the planet Arkhona and the rest of the Warhammer 40,000 universe, but you have to admit that it makes great material for game developers to capitalize on. The latest effort of adapting the world of WH40K into gaming gold comes in the form of Behaviour Interactive’s Warhammer 40,000: Eternal Crusade. Although it’s but one in a long line of WH40K video games, Eternal Crusade is the first (uncancelled) title to attempt to bring this line of the franchise to life in MMO form.
The development of this ambitious MMO shooter has been somewhat tumultuous: 2015 saw the departure of the game’s lead level designer, lead programmer, and creative director from Behaviour Interactive, all in addition to the announcement that the studio had decided to reduce the game’s scope, pushing back the implementation of the game’s open-world elements.
In spite of these setbacks, however, Eternal Crusade became available through Steam’s Early Access program in January 2016, and just last week the game dropped the Early Access tag and celebrated its official launch. A quick glance at the game’s reviews on Steam, however, indicates that its reception has been less than stellar, but as both a critic and a fan of the WH40K franchise, I felt that I ought to check it out for myself, so here we are, in part one of our impressions (part two is also live now).
Nearly 10 years ago, the opening cinematic for World of Warcraft’s second expansion The Burning Crusade heralded the return of misguided anti-hero turned madman (madelf?) Illidan Stormrage, the first Demon Hunter, who taunted players with the now-infamous line, “You are not prepared!” By the end of the expansion, though, players proved otherwise, venturing into the Black Temple and, with the help of the Warden Maiev Shadowsong and the Broken Draenei Akama, putting an unceremonious end to Illidan’s life. And I was so pissed off.
At the time of his defeat during The Burning Crusade, Illidan’s apparent death also signaled the death of my hopes of my own Night Elf (a Rogue whom I have roleplayed as a Demon Hunter since sometime around Wrath of the Lich King) ever being able to actually take up the class’s iconic warglaives and blindfold outside of the imaginary realm of RP. Needless to say, when the announcement came that Legion would introduce Demon Hunters as a hero class – the first since the concept of hero classes was introduced by Death Knights in Wrath – I was a little bit excited, to put it mildly. So now that I’ve been given access to the expansion’s beta test (with the expansion’s official launch just over a month away), I figured I’d indulge my excitement by checking out the new class and its starting experience to see if it lives up to the lofty expectations I’ve set.
This piece will touch on the class’ starting experience and lore, so be warned: There are spoilers ahead.
Earlier this month, the latest addition to Nexon’s perpetually expanding stable of MMORPGs, Riders of Icarus, took wing into its “soft launch,” or open beta, whichever meaningless term you happen to prefer. However soft the launch may be, the fact remains that the game, which largely centers around the taming and training of a variety of mounts, both terrestrial and aerial, has by all meaningful parameters gone live.
Over the last couple of weeks since the game’s release, I’ve spent the majority of my admittedly limited leisure time working my way through RoI’s early game. Although Riders, like almost all games in the genre, contains a great deal more content than I’ve yet had the time to experience, I think I’ve seen enough to provide some first impressions. So go ahead and saddle up, ‘cause we’re going for a ride.
I, like many others who were children throughout the ‘90s and early 2000s, went through a period in my young life where the only thing I wanted in life was to be a Pokemon master. I wanted to be the very best like no one ever was, the whole nine yards. My mom swears that when I was a wee lad of five or so, the top item on my Christmas list (which was of course intricately arranged in order of priority, because even five-year-old me was neurotic) was the rather large order of asking Santa to send me real, live Pokemon, which I was sure had to exist somewhere in the world. If we, the human race, possessed the technology to clone sheep, then surely Santa could just inject some lightning into a mouse and create a Pikachu. Five-year-old me’s logic was airtight.
Well, a couple of decades later, we still don’t have the technology to genetically engineer honest-to-god Pokemon so that eleven-year-old children everywhere can flee their homes and wander the world with their trusty pets/instruments of borderline godlike power at their sides. I know, I’m disappointed, too. But what we do have is Pokemon Go, the augmented-reality mobile title from Niantic that is letting everyone who ever hoped to travel across the land (searching far and wide) in hopes of becoming the world’s greatest Pokemon master do exactly that through the magic of their mobile phones.
Hello, friends, and welcome back to Choose My Adventure. If you’re just tuning in, you need to know that this round of columns is focusing on indie sandbox Project Gorgon. Last week, I asked y’all to vote on my character’s race and gender, and it was a close race, with the innuendo-loving Elves and the feral feline Rakshasa vying for supremacy while the ever-milquetoast Humans watched from the sidelines. I thought for sure that the Elves had it in the bag, but in the end, the Rakshasa cinched the victory. The contest to choose my character’s gender was a good sight closer, as it always is, but in the end, the decision went for male by a slim margin of 10 votes. The result of your votes is Koshekh the Rakshasa, pictured above in all his fabulous feline glory.
Although Koshekh and I have only just begun to dip our toes into the fathomless deeps of Project Gorgon, we’ve already had a few delightfully bizarre escapades. Koshekh’s adventure, like all others in Project Gorgon, begins at character creation. Following a brief introductory scene where poor Koshekh was incapacitated by a trio of grotesque, levitating crones who lamented that they were unable to break his will and ultimately decided to just wipe his mind and call it a day, he awoke on the shore of a desolate island.