When I met Frostkeep Studios’ CEO Jeremy Wood and crew at GDC earlier this year, I walked away impressed. I finally felt like I understood why other MOP staff are so excited about this flying-under-the-radar title. And this year at E3, I not only saw a more finished build of Rend but got some hands-on time with the game. I can’t say the floor demo did the game any justice, but what I heard from Wood and co-founder Solomon Lee sounded like the kind of forward thinking that only comes from developers who know the history of the genre and their playerbase.
Although I think I could start a hype train, I’m going to try to try to reserve judgment for a little longer. Rend may not be an MMO (it’s a moddable survival game with factions), but it has the potential to feed that MMO hunger we know you’re craving.
At this year’s E3, Ubisoft creative director Julian Gerighty said team behind The Division 2 tried to learn “everything” from The Division to help make the sequel better. As he reminded me, the original game’s final DLC was especially meaty in terms of PvE content and PvP balance, but it’s the first impressions of the game that mattered most: The initial Dark Zone iteration is still what gamers remember best, and that’s not necessarily a compliment. I myself was not impressed with the original demo back in 2015.
But based on my preview of The Division 2 at this year’s E3, I can say that Gerighty’s team obviously learned quite a bit – and absolutely improved on the original.
Elder Scrolls Online
is obviously a huge draw for MMORPG players, but it’s far from an exciting title for the vast majority of gamers attending E3, so I was surprised to see Game Director Matt Firor
on the stage at all during the Bethesda
presentation. It’s not to say that ESO
isn’t a great game; it’s just been around awhile, and the hypetrain is hardly running at full speed right now.
During his presentation, Firor mentioned a lot of things worth considering. He had a very short time to not only tell existing fans what was happening in the game this year, but he also had to remind people of how great ESO is right now. Of course, he was hoping to get new players interested in the game. He knew that ESO wasn’t always well-received, but he had to show how far the game has come. Here’s how he did it.
With the rollout of Patch 4.3, Final Fantasy XIV is offering its players a nice big slice of content to enjoy as we head into the summer. It certainly seems to be a time in which many players are making their way back to the game — or through it.
For example, Harbinger Zero booted back up his subscription to give the game a second chance. Sounds like things are going well: “How can I not compliment the job system? It keeps the game fresh to know I can log in and with a button click change my playstyle while keeping my character and progress.”
Aywren Sojourner recently wrapped up Stormblood’s main storyline and has a few thoughts on the journey (with lots of spoilers, of course). “I hate to say it because there were some pleasant parts to Stormblood, especially in Doma,” she wrote, “but I’m actually just glad to get beyond this story arc.”
We’ve got more MMO blog essays, including ones on making alt-friendly MMOs, State of Decay 2 impressions, and the best and worst of Dungeons and Dragons Online!
Today is the formal launch day
! My goal during the PC early access was to finish the main storyline, and I’m happy to say that I did it and some of the side quests as well. And I was also able to do a bit of exploring around the island just to see what was there. As an Elder Scrolls Online
fan, I have to say that I’m satisfied with what ZeniMax delivered. If you are a fan of the game and really enjoy what the team has given so far in the game, then you will also like the Summerset
I strongly believe that ZeniMax over-delivered with Morrowind, so when making a direct comparison between the two different chapters, I will, unfortunately, have to admit that Morrowind was the stronger chapter. But that’s not to say that Summerset was a bad expansion to the game. In fact, it’s quite the opposite. There are some very strong characters, glorious set pieces, and fun Easter eggs.
As I talk about the story of the next chapter, it will be impossible not to talk about spoilers, but I will keep them as light and vague as I can. And I promise that anything that I reveal is not a major plot point. With that in mind, let’s talk about this story!
The Elder Scrolls Online’s
Summerset and Update 18 are live for console players today, meaning the chapter is officially out of early access for PC as well, even though you’ve already been playing a couple of weeks. Patch notes for both PlayStation 4
and Xbox One
are up on the official site, though if you’ve been paying even the slightest bit of attention over the last couple of months, you already know that you’re getting a slice of the Summerset Isles, new armor, jewelry crafting, and the new Psijic skill line.
We’ve got all the trailers, plus a recap of our top news about and hands-on impressions of the chapter while it baked on the test server, down below. Don’t miss Larry’s list of what you need to know before you jump on in! Oh, and heads-up: Bethsoft says there was a bug right now with physical keys for PS4 in Europe and Oceania, but it should be fixed now, so if you had problems this morning, give it another go.
Aren’t enthused by Summerset? Stay tuned. ZeniMax’s latest producer note promises much more on the horizon: “There are two more DLCs arriving this year and many more exciting adventures coming next year and beyond. You will hear more about our next two DLCs at BE3 in just a few days, so make sure you tune into the show.”
Ludia’s Jurassic World Alive isn’t being marketed as an MMO, but it is an augmented reality game that involves roaming in the real world for virtual dinosaurs so you can battle them against other players. Online. But not near you.
It’s not exactly perfect, kind of like the series, in several ways. It’s not as promising as Maguss seemed in some ways, and suffers from similar design issues, but it also does things differently from Pokemon Go that, with some tweaks, could potentially attract a playerbase, even among our readers.
Just maybe not right now. Let me explain.
Despite shaky performance and numerous reports of severe bug issues, Undead Labs’ State of Decay 2 is another big hit for the studio. Outlets are reporting that the co-op zombie title has racked up over a million sales in the first two days of release alone.
That’s not the end of the big numbers, either. “Throughout launch, there have been over six million combined hours of State of Decay 2 gameplay, and we’ve watched nearly 3.5M hours of gameplay across Mixer, Twitch, and YouTube Gaming from over 41,000 unique broadcasts,” Microsoft said. The studio also noted that the typical period of survival for a player character was three days.
Curious what State of Decay 2 holds? Check out our first impressions piece, in which Andrew says that the multiplayer title “has an experience you aren’t likely to find in a lot of games. It’s frustrating and depressing, but in a way that makes you want to see your band of misfits survive and thrive.”
Guild Wars 2’s
patch this week isn’t a whopper like the balancing patch, but it does fix the nasty event bug in Bugtide Coast that plagued MJ and me during our last stream
! You can also now sit on benches in the PvP lobby, and a bunch of classes got tweaks – including the Mesmer, which was finally nerfed in PvP.
Maybe more importantly, at least for anyone anxiously awaiting the next episode of the living story season, @that_shaman now estimates based on datamining that we’re likely three weeks away from the launch of that, so expect the next trailer in two.
Meanwhile, for those more into classic Guild Wars even now, ArenaNet is collecting questions and comments about the game that started it all beginning today through Friday; devs will be answering questions about the original game through June 15th.
Guild Wars 2’s recent renovation of underwater combat has brought back some interest to this oft-neglected sphere of gameplay. Inventory Full’s Bhagpuss used this occasion as an opportunity to examine the role of underwater combat in general and the changes to GW2 in specific.
“The undersea worlds of most MMOs weren’t quite so unforgiving but still they were shunned,” he notes. “Developers tended to avoid them too, other than blocking out something wet and watery in the most perfunctory manner possible. It was quite a surprise when Guild Wars 2 launched with a goodly amount to see and do below the surface, any number of bodies of water, from inland lakes to the open seas, offering much the same opportunity and inducement to explore as their counterparts on dry land.”
Once you towel off from that essay, join the MMO blogosphere as it looks at DC Universe Online, World of Warcraft, RIFT Prime, and more!
Worlds Adrift has been one of those games I’ve been closely watching but trying not to jump into until it was ready. I tried one of the alpha weekends, and while it was playable, I could tell I needed to wait, and wait I did. I had faith that once the game would hit Steam (“early access” shield be damned if you ask for cash to play your game), it’d be something that’d move me. In fact, I called it out by name when discussing possible future MMOs that could tackle griefing with a moral system.
Today, I’m here to eat my hat, good sirs and madams.
While Improbable has been trying to “save MMOs” with SpatialOS, this being the first big MMO that uses it doesn’t wholly impress me. Some things work well, and yes, there are some good ideas, but as a PvP fan, I think there are some glaring mistakes that are going to send a lot of MMORPG players heading for the hills. Let’s dig in.
When it comes to notable years in the MMORPG genre’s history, 2008 stands out as one of the most significant. World of Warcraft’s debut onto the scene in 2004 caused an upheaval in ways far too numerous to go into detail here. Suffice to say that its overwhelming popularity drew the attention of game designers who looked at the staggering numbers of players and found themselves envious of the potential to grab a slice of that money pie.
Many projects went into high gear following WoW’s launch, with plenty of them trying to copy the formula and structure that Blizzard established in the hopes of making it at least partially as big as that game. So-called WoW clones began to pepper the market and there was a sense that gamers were ready to move on from World of Warcraft to the next generation of MMOs. In many players’ minds, this would be either 2008’s Age of Conan or Warhammer Online, two big-budget MMOs with strong IPs that carried a lot of the weight of expectation.
Little did anyone realize that 2008 represented a bubble that was about to burst on the industry and the WoW clones that followed — including Warhammer Online. Today, we’re going to take a look at “bears, bears, bears,” the high hopes of Mythic Entertainment, and how WAR became a casaulty on its own battlefield.
State of Decay 2 is out, and I know, I know, it’s not an MMO, but it does have online multiplayer in a shared world, as long as someone’s hosting. And I’ve been thoroughly sucked in.
Here’s the thing: It’s survival, it’s got a bit of a story, and you can immediately deal with griefers in the post-apocalypse and never have to see them again. I had great experiences with friends and foes alike, and I think some of you might feel the same if you give it a whirl.