animals

Impressions of Project Gorgon from an Asheron’s Call player

It’s finally time for me talk about Project Gorgon as a released product. As you might have guessed, I was avoiding the game prior to launch. I’ve spoken out against early access a lot and have realized that, at this point in my gaming/career, playing games I’m passionate too early can be a threat to both work and play. I wanted a relationship with PG, but I didn’t want to rush into anything pre-release. I wanted it as complete as possible.

MJ’s streamed it a bunch of times, including the day before launch. Eliot’s comments from his pre-release CMA feel spot on still post-release. However, as the resident old-man Asheron’s Call fan with a review copy, I think I can add a few comments about how Project Gorgon compares to AC1&2, plus how developer Eric Heimburg’s infused PG in AC-esque ways.

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Wurm Online discusses upcoming changes to creature behavior

The animals in Wurm Online aren’t just there to be captured and/or killed by players. They’re meant to act in a plausible manner, avoiding players and looking for food, until players hunt and/or capture them. But as the latest development dispatch explains, some of that code is causing problem by giving animals small points of heavy clustering while restricting movement in other ways.

Essentially, as animals avoid settlements, it was possible for large groups of animals to wind up concentrated in very small spaces away from where players would encounter them. The game’s approach to pathing could also lead to certain animals being unable to move outside of a small corner of a pen, which is also undesirable. New systems will be rolling out to ensure that animals are more willing to spread out and able to path more naturally when confined; you can read about all of the technical details in the full entry.

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Conan Exiles takes a look at the creatures of the Exiled Lands

It’s a given that players in Conan Exiles will spend no small amount of time facing off against one another; that’s part of the nature of any survival game. However, you won’t always be stuck facing off against other players. You can also face off against a variety of creatures inhabiting the Exiled Lands, many of which want to tear off your face and feed it to you in new and interesting fashions. The latest article on the official site details some of these creatures, many of which have all sorts of pointy and ouchy parts on their bodies.

Look, it’s not really a Conan game without all of that.

Of course, not every animal in the area is made of lethal materials; shalebacks and rabbits can be harvested for their hides, gazelles are positively full of meat, and rhinos have even thicker hides and trophy-worthy heads. But where you find these animals, you’ll find dangers like crocodiles, imps, and the lethal inhabitants of the Unnamed City. And many of these creatures will fight you tooth, nail, and horn to kill you should you strike them (they’re rather attached to their hides). It’s a dangerous world out there, full of critters that might want to kill you. That’s what is best in life, as you can see yourself toward the end of the month.

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Wear animals while mentoring in Moonlight Blade

What’s big in fashion in Moonlight Blade for the new year? It’s not animal prints — it’s animals! From accessories to costumes to weapons, the Chinese-language martial-arts game has a whole new spring line-up of rabbits, monkeys, horses, and pandas for players to adorn themselves in. There’s even a hamster-wheel backpack. Don’t be left in 2015: Peruse the new items modeled in the video below to see what catches your eye. You know you’d totally rock that rocking horse!

And what better way to show off your new duds than by mentoring new players? This new system offers special bonuses to the veteran player who group with new folks while giving the newbie a way to upgrade faster.

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