Thursday, June 4, 2009

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Wednesday, June 3, 2009

E3 2009 Preview: Space MMO Taikodom

“Taikodom” is an upcoming space MMO, developed by Brazilian studio Hoplon Infotainment and published by K2 Network. Part of the recent wave of sci-fi-themed MMOs, “Taikodom” will play like a hybrid of the “EVE Online” and “Jumpgate” models, featuring elements of gameplay that are both hardcore, economically driven, and arcade combat.

One of the unique selling points (and perhaps my favorite part) of the game is that, not only is it a unique world, but it's a fully fleshed out world; the game will feature over 250 years of fictional history.

The basic story revolves around the restriction of earth, with the planet being blocked off and those on it being put into stasis. Fast-forward to the 23rd century, and you – and a whole lot of other earthlings – are suddenly waking up, finding yourselves in the future.

Like the highly anticipated upcoming space MMO “Jumpgate,” “Taikodom” will be based almost entirely around player skill, with players manually controlling their ships and letting their skills at flying determine a majority of the outcome. That's not to say that the ships themselves won't be important, though. There will be approximately 40 base ships available at launch, and each of these will be fully customizable with components, including weapons, which are split between Cannon and Launcher. (Lasers and missiles, basically.)

Larger ships will also control more sluggishly than their smaller, dog-fighter counterparts. So if you get dizzy playing fast-paced flight games or just aren't that good, you could always control a larger ship that may do and take more damage at the expense of agility and speed.

Even if fighting isn't your thing, as mentioned, “Taikodom” will also have a huge emphasis placed on the economy. It will be fully player driven, with a large amount of components and ships only able to be received by obtaining them from skilled player crafters. Resource gathering components like mining are also present, and the best sources of material will come in heavily contested PvP zones, creating a true synergy between the two types of gameplay.

While many of the features in the game are already established in available titles (or done better in upcoming ones like “Jumpgate”), it's the future that holds the most promise for this free-to-play space MMO. What's in store?

For starters, a new tactical type element will be introduced, allowing players to control massive ships with more of an emphasis on tactics and micromanagement than flight skill. Think of the destroyers in Star Wars compared to an X-Wing, and you'll have an idea of the scale they're talking about here.

Also being introduced after launch will be a virtual world aspect, allowing players to leave the comforts of their ship for the gravity and solid ground of earth. (Or space stations, perhaps.) Not much is being revealed about this portion yet – or how extensive it will be – but it's definitely an aspect not properly done in any other similar space MMO on the market – or coming out – so it's definitely something to keep an eye out for.

Not only will the developers reveal these features at a later date, but most importantly, as part of the K2 Network, it's going to be free-to-play (with optional microtransactions to be determined). So even if it does take ideas from both “EVE” and “Jumpgate” and jumble them together, it also does something neither of them will officially let you do: play for free without subscribing to the game. A free-to-play space MMO taking the best elements of “EVE” and “Jumpgate”? Definitely one to keep an eye on.


Posted by Brendon Lindsey

http://mmohub.org/news/e3-09-preview-space-mmo-taikodom/321/

E3 2009 Preview: MMOFPS Parabellum

“Parabellum” is an upcoming free-to-play MMOFPS. Why the name “Parabellum?” Two reasons. First, it's the name of the first 9mm cartridge for pistols. More importantly, however, it's derived from the Latin saying si vis pacem, para bellum, meaning “If you want peace, prepare for war.” A phrase that perfectly describes the game's world.

Despite the MMOFPS moniker, “Parabellum” isn't quite a massively multiplayer game. Instead of one shared world, players will have their own social areas that they can build and enjoy, such as HQs, where their friends can hang out and get together to play the game.

How will they play? That depends. The game does feature a campaign mode which was described as exciting and unique, but little information was revealed at this time. What we do know is that the campaign is “like the TV show 24.” Will players play anti-terrorist specialists, or Jack Bauer himself? Who knows.

That's unlikely, though, as character customization is a large portion of the game's appeal. Players will be able to completely customize all sorts of gear for their avatars. From snowy camo to punk rock apparel, much is possible in the world, especially when you can edit the colors and texture of the piece. Obviously, being a free-to-play MMOFPS microtransactions will give players the ability to get some different pieces; but the good news is they'll get nothing unique. Anything you can buy, you can earn by playing. Paying just gives it to you sooner and with less time required.

Not only can players fully customize their character's apparel, but weapons are also customizable. With approximately 30 weapons at launch, there's already going to be a big selection. What you can do, however, will ensure that your weapon matches your theme. Have a punk rock guy? Then go ahead and make your AK-47 gold-coated with a pink laser sight.

The non-campaign portion of the game is heavily based on instances by selecting a map, and then duking it out with other players. (In other words, traditional FPS multiplayer.) Right now, in the closed beta, there are 4 maps available, but at launch there will be 10-12, all based on real areas of New York City, which the developers have used as inspiration for their launch zones.

Eventually, new cities will be added, with new maps. Which cities? No one knows yet, but examples of both American and international hotspots were cited as possibilities, should demand for a new area be high enough.

Playing the game, it felt just like other high profile shooters. Players could shoot to kill with headshots, there were plenty of sniping and ambush opportunities available in the back alley level, and each person truly did look unique. Ultimately will “Parabellum” have enough to entice gamers who are already playing multiplayer FPS games that they've loved for years? That's the million dollar question. But compared to many of the free MMOFPS games I've played over the years, this is definitely near the top of the list in terms of quality and depth – and it's not even finished yet.


Posted by Brendon Lindsey

http://mmohub.org/news/e3-09-preview-mmofps-parabellum/322/

E3 2009 Preview: First Look - Heroes of Telara

A few days ago, a trailer for the upcoming fantasy MMORPG “Heroes of Telara” was released, revealing its existence to the world. (Even though those of us attending E3 have already had emails about it for a few weeks.) After watching the trailer, a lot of gamers (myself included) came away thinking, “Looks good, but just another fantasy MMORPG.” After seeing the game in action and actually learning about its feature, it's definitely going to be something to keep an eye on; and, right now, it might even be the most promising upcoming MMORPG of 2010.

As we gathered from the trailer, “Heroes of Telara” fits into the fantasy category. However, it's what Trion classifies as “stylized but realistic fantasy.” In other words, it may look like there are magical forests and magic throughout the land, but it also has a realistic styling to it, counter to most fantasy MMOs where players play giant dancing bulls and miniature cat-like martial artists.

The art as a whole looked great – especially for what is likely an early build – but the most promising features of the game are its truly unique aspects, including the technology behind it.

Trion's biggest boast is the technology powering their game(s). While most MMORPGs and MMOs utilize client-based gaming, with most of the content on the side of the client requiring large patches (or patches in general) when content is changed, “Heroes of Telara” is going to be a server-based MMORPG. What this means is that the developers can add new content such as quests, events, new monsters, etc. and have them happen on the fly, without players having to prepare with a patch.

In addition, the server load is going to work in a much different way than MMOs on the market. In most MMORPGs, server processing power is broken up by geographic aspects. So if 200 people are fighting a monster in an area, the area will lag. But in “Heroes of Telara,” if 200 people are fighting a monster, the game will pull some of the processing power from something not being used (like crafting or NPC movement) and throw it behind combat, to help combat lag.

So sure, the technology behind the game sounds great. But what about the game itself? Granted I only saw a brief playing session, but some of the features in this MMORPG are basically an answer to things every longtime MMORPG player have wanted.

First and foremost, there's no longer a need for alts. Once you create your character, if you head into a town you can change your class. Each class levels independently – they're just all tied to the same character. So if your friend is a mage and you're a mage, you can switch over to warrior, and not have to log out or switch characters.

Not only can you switch classes, but the game features a system known as the “subclass card system.” Basically, monsters and quests will drop subclass cards. Using one of these cards will change your character's subclass, giving you new unique abilities further customizing your class. Some of them shown include Berserker, which turned a warrior into an offensive area-based fighter; and a “gravelord,” which allowed the player to summon skeletons and shoot bolts of demonic energy.

Being able to switch both your class and subclass for your situation is a huge part of the game's strategy. Whenever you're playing, quests and heroic events (as well as larger multiple player/regional events) will start up on the fly. The one shown in the demo involved the town of “Smith's Haven” being attacked by imps. The result? The town burned down. After killing imps, a major demon appeared. The berserker warrior tried to attack the demon, but the demon had a point blank knockback that wouldn't let a warrior within range. So after switching to the gravelord subclass, he could send in skeleton servants, and cast ranged attacks until he was weak enough to finish him off by switching back to berserker and using a lunge attack. After the demon's death, the event was complete, the town rejuvenated, and a huge crowd of players raucously cheered the successful hero while confetti rained down from windows and roofs of buildings above.

So will the game turn out as great as they're making it out to be? It's still too early to tell, and it's never good to base everything off of a single staged demo. Right now, though, it's shaping up to be the most promising MMORPG of 2010. Now we'll just have to see if it can keep that title, especially with a few days of E3 left to go.

For more MMO and MMORPG previews from E3 2009 check out a list of our complete coverage on MMOHub.org.


Posted by Brendon Lindsey

http://mmorpgmmorpg.com/news/e3-09-preview-first-look-at-heroes-of-telara/222/

Wednesday, May 20, 2009

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MMO Game ‘Dragonica Online’ gives you farts; http://ping.fm/LAxN8

Sunday, May 17, 2009

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