Cryptic has interviewed McNeill and LoCicero and posted the pieces on SoundCloud, so be sure to listen in if you’d like to learn more about the actors and how they took to working on an MMORPG.[Source: Celebrity interviews]
We ask tough questions. Whether the devs answer them truthfully — or at all — is on them! [Follow this category’s RSS feed]
The dream to create a PvP-centric game on a single global megaserver might be just that — a dream.
Warhammer 40,000: Eternal Crusade Senior Producer Nathan Richardson said that current tech can’t support such a server, hence why his game will be divided up into regional shards: “Whatever the technology we have, what partners we chose and hardware we deploy, changing the speed of light is a bit out of our reach. As a shooter, latency is important and we simply can’t work around that. […] It’s sad, but sometimes when dreams have to be turned into reality, tough decisions have to be made.”
If you dismissed Trove early on as an insignificant game or a thinly veiled Minecraft clone, then it might be time to take a second look. Trion Worlds’ colorful sandbox has been growing by leaps and bounds over the past year, incorporating new features such as sailing as well as hundreds of player-submitted designs. The result is a vibrant, silly, and creative world that’s starting to develop some strong word-of-mouth from its fans.
We sat down to talk about the future of Trove with Trion, asking about the game’s launch status, marketing, and how player creativity has helped the game’s potential explode.
To spoil or not to spoil; that is the question. When it comes to The Secret World, that’s a very serious question indeed! As much as I really, really hate spoilers, how could I ever decline a sneak-peek tour of much-anticipated Issue #11 with Funcom Lead Designer Romain Amiel and Communications Manager Tor Egil Andersen? The answer is, I couldn’t. After all, the secrets of the Orochi are finally at our fingertips! The chance to delve deeper into my favorite story earlier than expected is so worth the risk of a spoiler or two. And you get to reap the benefits of the experience as I share all the tantalizing tidbits with you just as the update officially launches and you can break into the Orochi Tower yourself.
Now before we go any further, you need to be aware that there are spoilers ahead. I’ll give you fair warning before anything major so you have the chance to skip that info, but the responsibility is on your shoulders. But even if you read this Chaos Theory in its entirety, there will be plenty still to discover on your own. As Amiel said, Reaping the Whirlwind has a lot of reveals, and there are some major things I simply won’t divulge at all (but I know you’ll love!). On top of that, the devs were gracious enough to end the tour before the conclusion, leaving the finale to me to discover it at my own pace.
Even though the big SOE-to-Daybreak transformation happened three months ago, the entire ordeal still feels fresh to many fans. An air of uncertainty permeates speculation about the studio’s future, and questions still swirl around regarding the fate of both the older games and those in development. Change is never particularly easy, even when it’s good, so to help put players’ minds at ease, President John Smedley was joined by Laura to chat about the changes at a press conference call earlier this week, touching on the new logo, the Columbus Nova partnership, early access, and EverQuest Next vaporware worries. Read on for the run-down.
My bad impersonation notwithstanding, the experience offered a pretty good taste of this new gun-toting death machine. It delved much deeper than showcases that restrict you to a visual tour of devs playing a new class, and it even went beyond a quick, time-limited hands-on. I got to play the class on both ends of the leveling spectrum and at my own pace. Not only did I get to hunt BAMs with a max-level Gunner, but I got to go back and experience the first few levels of life as well.
And now I get to share those impressions with you. But before we get into that, I am going to tell you how to get a new mechanical mount for free to celebrate the release of the Gunner!
Some pretty big changes are on their way to Landmark, not the least of which is the final full character wipe and an extensive land reformation. Anticipation is certainly high for the new biomes, and to say many testers are looking forward to finally keeping character progression into the open beta phase and launch is an understatement! But that’s only a small part of the new build: The achievement, crafting, and harvesting systems are all getting their own facelifts.
With so many modifications incoming, players may not be too surprised to learn that the big wipe will happen later than anticipated; instead of April 29th, the wipe is postponed until the week after. At least that gives everyone a bit more time to digest all of the information, including these new details we’ve gathered from our talk with Senior Producer Terry Michaels and Lead Designer Darrin McPherson.
Ladies and gentlemen, boys and girls, readers of all races, professions, and levels: I finally have the news we’ve all been waiting for! Today I’m not writing about Hylek tribes or PvP betas; I’m getting down into the nitty-gritty workings that power the upcoming Guild Wars 2 expansion with the first word on Heart of Thorns‘ new specializations and traits. This ambitious overhaul of one of the game’s core progression systems aims to completely decouple stats from traits and allow players to come up with more creative character builds.
I got to fire some quick interview questions across to Game Design Lead Jon Peters that should help tease out the changes that are coming our way. Peters has crafted an in-depth blog post on the topic that will go live on the official Guild Wars 2 website on Thursday, April 23rd, but since I love you all I shan’t keep you waiting for a breakdown of the new specializations and traits that will rock Tyria very soon. Keep reading for my summary of the additions and the full-text interview with Peters, noting of course that we’re dealing with very early information that is subject to change as development continues.
I had the pleasure of chatting with Scott McGough, a Guild Wars 2 narrative designer who is currently working hard on Heart of Thorns content, about two new Hylek tribes that we’ll be meeting in the Maguuma Jungle. In this special edition of Flameseeker Chronicles, we have all the juicy details about how the two tribes come together to survive in the hostile jungle environment, with hints galore about how those races are equipped for combat and how they might perceive the players’ characters.
The Itzel and Nuhoch Hylek tribes are very different from each other, yet the Heart of Thorns narrative has deeply tied them together in their mutual battle against the dangers the jungle holds, especially the Mordrem. The Itzel are happy-go-lucky iridescent tree dwellers based on treefrogs that believe the jungle provides for all their needs, and their Nuhoch cousins are goliath bullfrogs that prefer to use brute strength and epic belly flops to solve their problems.
McGough will be publishing a blog post about the Hylek tribes on the official Guild Wars 2 website on Thursday, and this will be supported by a Points of Interest show this Friday that will give us a first glimpse of some of the places where players will interact with the Nuhoch and Itzel as well as some of their combat moves. Points of Interest will air on the Guild Wars 2 Twitch channel at 12 p.m. PT. Read on for the mammoth full interview, but be careful if you are worried about spoilers!
Oh yes, Act IV will be the hard act to follow.
With such major changes coming, we beamed in for a remote press demo hosted by Grinding Gear Games’ Chris Wilson, who is both producer and lead designer for PoE, to get the details on what players can expect once those closed beta doors open on April 20th.
We had the opportunity to ask lead designer Al Rivera a few questions about designing the Iconians and the ramifications for bringing the demons of air and darkness into the game in the flesh. It’s a big challenge, after all. If you’ve been curious about how the team is taking fragments and legends and bringing them into the game, read on past the break.
With everything that has happened over the last couple of months, players are understandably curious and concerned about of the future of Daybreak Games’ portfolio. What will happen with their favorite games? Today we sat down with Holly Longdale, the executive producer of EverQuest and EverQuest II, who unveiled the plans for EQII going forward. And those plans involve dropping the yearly expansion model and converting to DLC.
How soon is this change taking place? The first DLC, Rum Cellar, will be available on the beta server this Monday, April 6th, and release to live servers on April 28th. Players who want to get a peek at this content will be treated to a livestream tour hosted by Longdale on Tuesday, April 7th. But for those who don’t want to wait, we’ve got plenty of information for you right here.
Not every superhero was bitten by a radioactive arachnid or born with jacked-up genes; some heroes must pull themselves up by their boostraps and a whole lot of weaponry. That’s where DC Universe Online’s new munitions powerset comes in, for the masked vigilante who would rather rely on raw firepower than a bag of mutated tricks.
We sat in with DCUO Senior Creative Director Jens Andersen to get an in-depth look at what munitions looks like in a live fire environment. While we don’t know when munitions will go in the game, Andersen said that it will be released as a purchasable standalone power as part of the team’s new piecemeal approach to updates.