Monday, June 27, 2011

Faxion Online: Official Launch Announced

UTV Ignition Games announced today that the upcoming multiplayer RPG Faxion Online is an excellent way to spend this Saturday, May 21 while waiting to see if you’ll be taken or left behind during The Rapture. For anyone still around on Sunday morning, the game will provide entertainment during the End Times while also helping you make critical decisions about your fate after the Final Judgment.



Faxion Online was officially launched on May 26th. In this combat-driven game, players choose between blessings and brimstone in a hardcore struggle between good and evil liberally ladled with humor and wit. The full game, featuring all-new content, will be available (also for free) beginning May 26th.

Faxion Online delivers aggressive and robust PvP game play allowing players to begin their quest for dominance in war-torn Limbo, and battle through diverse locations corrupted by the Seven Deadly Sins. Featuring a territory control system that allows the opposing factions to fight for the fate of the mortal worlds and with a unique multi-classing system, players have the freedom to play the way they want with achievement and glory through adventure and combat.

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Thursday, June 23, 2011

Infinity Blade update leads iPhone Games of the Week

Yeah, we know: Infinity Blade, taking the top spot in yet another Best Games of the Week list. I’d apologize if the game just weren’t so great, and developer ChAIR has just been making it better and better with each new update since its release. The latest addition is the biggest and best yet: an online multiplayer mode in which players can square-off against each other in one-on-one sword-fighting action, taking the part of the protagonist Knight or the enemy Titans. The update really reinvigorates Infinity Blade yet again, so check it out, and some other great offerings, below.



We’ve talked many a time about how good Infinity Blade is. It packs beautiful graphics care of Epic Games’ Unreal Engine 3, and developer ChAIR has been good to its players by providing some major content updates, the last of which hugely increased the size of the game – some say doubling it. All of that was done for free, and it was great, but the latest update to Infinity Blade is something altogether awesome and totally revamps the game. It’s a player vs. player online battle mode that puts one player in the role of the heroic warrior around whom the game is based, and the other in the shoes, boots, armor or chains of one of the huge monsters that occupies the God King’s tower. Multiplayer breathes all new life into an already stellar title, making it fresh once more – plus it’s on sale. You should download this immediately.

Puzzler Glo Flo is of the rare breed of iOS games that will hook you in and keep you coming back. It’s a beautifully simple game with a great neon art style that’ll appeal to all ages, but which is still challenging even for adults. The premise is pretty easy to grasp: on a grid, several colored bugs are positioned, usually in pairs or groups. The goal is to draw a line through each bug of the same color in order to join them all, following the grid and moving either horizontally or vertically. Lines can’t cross each other or themselves, though – each must be a continuous straight shot, though the path the player takes is up to him or her. Glo Flo gets complex when multiple bugs are added, forcing you to think spatially in order to figure out where to draw the paths for each set of bugs so that they don’t crowd out the others. With about 60 puzzles to solve that range in difficulty (plus a Time Attack mode) and Game Center support, there’s a lot of value in Glo Flo for just a buck.



Zombie Glider’s simple, hand-drawn and somewhat childish appearance belies a tricky and engaging high-scoring game that gets tough to put down once you’ve picked it up. Basically, you use a slider on the left side of the screen to control a zombie flying on a hang glider as he raids medieval towns. The goal is to dip the glider down to snatch unsuspecting humans – the zombie snacks on their brains and then tosses them back to earth, where they can bounce around and kill other humans. Points are racked-up for snagging fleeing villagers, freeing imprisoned zombies from the stocks and smashing things, all of which are just done by flying into them. It’s deceptively simple but a lot of fun, partially because doing well allows you to upgrade your zombie’s anti-arrow armor and glider’s crash protection, and partially because the game has a great sense of humor. Snatch up a fat human and he’ll start shoveling food into his mouth in a panic, or snag a scientist and he’ll gulp down the potion he’s carrying, gaining momentary super-strength before becoming a zombie snack.

Ten thousand years before Square Enix’s iOS-exclusive role-playing game Chaos Rings’ story takes place, there’s Chaos Rings Omega, an annoying to type but fun to play game that brings a lot of Square’s old-school role-playing sensibilities to the iPhone. Omega is another portion of the Chaos Rings story and maintains the high production values and quality storytelling of the previous title, along with its classic RPG elements that fans have always enjoyed. It’s an expensive title, but Chaos Rings O has a lot to offer, like monthly content updates and refinements over the original. RPG fans should have a great time here.



There are a lot of Angry Birds clones out there, but Siege Hero stands out because it’s a game that takes the formula made insanely famous by Rovio Mobile’s bird-slinging title – using projectiles to collapse buildings – and turns the game into a first-person affair. You aim and fire your various kinds of projectiles at structures and enemy Vikings by tapping where you want those projectiles to go. The challenge comes in attempting to fire the right projectiles at the right spots on each building in order to collapse it. You’ll also have to carefully plan your implosions in order to save characters considered “good” while destroying those that are bad. A wealth of weapons and levels, plus Game Center leaderboards, keep Siege Hero interesting, but really it’s just a casual game full of well-designed levels that’s a lot of fun.

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Wednesday, June 22, 2011

Conflict: Denied Ops Review

For the fifth game in a series, Conflict: Denied Ops sure doesn’t show any signs of evolution. This might actually be the simplest edition of the shooter franchise that developer Pivotal Games has produced, with gameplay so out of date that it might as well be wearing a plaid flannel shirt and listening to Alice in Chains. But even though the action is a good decade behind the times, the game’s rapid-fire pace blurs the fact that you’re shooting the same bad guys over and over again. Attractive visuals feature diverse terrain spread all over the globe. Co-operative play is another highlight, which earns the game some applause all by itself, given how this shooter feature is so often asked for and so rarely delivered. So even though nothing here is going to slow down traffic–let alone stop it–such a speedy mindless shooter like this is ideal for those moments when you want to switch off the synapses and play Rambo for a few hours.



As with the four previous games in the franchise, the theme here is military. The gameplay is stuck in the neutral zone between one-bullet-and-you’re-dead hardcore shooters and the more absurd stuff where you can soak up lead like a sponge before meeting your maker. The story in the campaign is typical to these middle-of-the-road shooters, with you taking charge of a pair of special forces operatives working behind the scenes in 10 missions spread across the globe to unravel a nuclear arms conspiracy. Perspective has been switched to first-person from third-person, however, and your squad cut back to two commandos from the four featured in previous Conflict games. These changes don’t make a great deal of difference to how the game plays. Being able to switch between sniper Graves and heavy gunner Lang is actually so seamless that you might as well be playing a single character.



That said, teamwork can be a key component of Conflict: Denied Ops. Your buddy can be ordered around and healed with quick clicks of the right mouse button. The smart artificial intelligence adeptly handles firefights as well. Storming enemy-occupied rooms, for example, is a snap. Just send Lang up to the doorway where he’ll automatically lay down suppressing fire while you sit back and shoot survivors with Graves’ scoped sniper rifle. No muss, no fuss. You can always count on your comrade to kill a fair number of enemies if positioned correctly and even assign him to take out level bosses like combat helicopters. The only problem here is that your squadmate takes orders too seriously. He typically won’t yield the position you’ve ordered him to assume even if you’re trying to get past him, causing congestion in tight corridors until you issue a new movement command. And you have to be careful when directing your pal when he’s at the wheel of the hovercrafts or other drivable vehicles in the game because he is more than happy to roll right over you if you get between him and his assigned destination.

Other than the smooth-and-simple buddy stuff, there isn’t much here out of the ordinary. Level design is the very definition of routine, although the campaign is jazzed up somewhat with the ability to choose the order in which you handle some assignments. The graphics are detailed and attractive, with the missions featuring varied scenery. These represent such diverse locales as the Venezuelan countryside, a Siberian castle, an icy Russian whaling depot, and the dusty streets of a Rwandan city. However, goals are never more involved than shooting everybody you see and blowing things up. You occasionally steal data from computers and set explosive charges, but generally this is a point A-point B expedition.



At least the pace keeps the proceedings from getting too dull. Even though you’re repeatedly gunning down the same thugs and soldiers, you do so at a pretty fast clip. This isn’t Serious Sam or anything, but the speed is zippy enough to keep you from feeling bogged down in endless enemies or eternally difficult choke points (although there are quite a few of the latter spread throughout the game’s levels). Further excitement is provided by being able to blow up damn near everything. Levels are strewn with barrels, gas cans, and propane tanks ready to go boom at single shot. It also seems like you can’t turn around without running into some catastrophic incident, such as a helicopter exploding in your face.

Multiplayer is another plus. A co-operative mode lets you play through the solo campaign with a friend over LAN or the Internet. Because so few shooters offer this feature these days, it’s awfully welcome here, even in such a simplistic game. The other multiplayer modes are generic takes on deathmatch, team deathmatch, and conquest, though, so there isn’t much here beyond the co-op. And even that is somewhat iffy because there appeared to be very few people playing the game online at the time of writing.

Poor audio quality is another drawback. Environmental effects are way over the top, particularly for voices. Talking in even a small, office-sized chamber is enhanced so that it sounds like the words are booming out across a canyon. Too bad there isn’t any way to turn off or at least turn down this echo effect. At least this problem doesn’t ruin any great scripting. Dialogue here is confined to awful buddy-movie stereotypes, with Graves being the grizzled veteran who’s gruff but lovable and Lang being the cocky youngster who adds "motherf***er" to the end of every sentence. Music is just as obnoxious and so loud on the default setting that it almost drowns out machine-gun fire.

If you go in with low expectations and an appreciation for simple retro shooters, you won’t be disappointed with Conflict: Denied Ops. It isn’t a great shooter by any means, although it is a competent one for those of you who don’t want a lot of interaction or thinking to interfere with senseless mayhem.

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Tuesday, June 21, 2011

Why are online shooting games so popular? (Guest Post)

In today’s technologically advanced world, one of the most popular things to do with computers is to play online games; however, nothing is more controversial in the gaming world than the topic of shooting games, with many people accusing these types of games being accused of poisoning the minds of youths and making impressionable adolescence youths more likely to participate in gun crimes. Many of today’s violent, shooting games have been blamed for countless gun related crimes. Regardless of these concerns, they remain the most popular games genres; moreover, many other games, such as explorations games such as Tomb Raider or theft games such as Grand Theft Auto, have elements of shooting within them.

The question that faces many people, both games creators and parents, is what is so appealing about shooting games to the younger generations? The simple answer to this question is that the younger’s generations fascination with shooting games is not a new phenomenon, just a new form of entertainment. Many generations have been brought up on violent, shooting genres of entertainment, such as films many of the big budget summer blockbusters fall into that category. Computer games are like most other forms of entertainment, a form of escapism. Gamers want to feel cool and led adventurous, dangerous lives; they want to be soldiers or rebels, essentially experience a life far from their own, and shooting games are the ultimate opposite to daily life. Moreover, the other reason shooting games have an appeal, is that it creates a more exciting atmosphere, with the ultimate stakes – life or death, makes for a more addictive game.

Furthermore, shooting games often provider the gamer with a more of a challenge, as good hand and eye coordination is needed.

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Pirates of the Burning Sea Review

Pirates of the Burning Sea isn’t World of Warcraft with swashbuckling. In fact, if we were forced to draw comparisons between Flying Lab Software’s massively multiplayer role-playing game and another title, it would be EVE Online. Like EVE, Pirates is a complex game featuring an intricate supply-line economy–and like its galactic counterpart, its rewards aren’t always immediate or obvious. No, it takes a while for the game to wriggle into your psyche. This isn’t because the early hours aren’t fun–they are–but because there’s a bit of a learning curve to conquer before the pieces all fall into place. That might be enough to turn away players expecting immediate gratification, which is a shame, because Pirates of the Burning Sea is a special, and specialized, game that rewards you with some of the finest moments the genre has to offer.



The year is 1720, and three nations are protecting their interests in the Caribbean while struggling with the constant threat of pirates (and one another). As you would expect, you’ll align yourself with one of these entities–either Spain, France, England, or Pirate–and choose a profession. If you’re a pirate, piracy is the only profession available, but aligning yourself with a nation opens up the naval officer, privateer, and freetrader professions. The style of play each profession favors is more or less obvious from its title: Officers excel on the high seas, privateers are talented adventurers, and freetraders serve as the backbone of the player-driven economy. Don’t take this to mean that your role is as rigid as you would expect in another MMOG, though, since regardless of your profession, you can participate and succeed at all types of combat and trade. This is an important distinguishing feature, because you’ll never need to pigeonhole yourself into a traditional RPG role.



Pirates eases you into its more sophisticated facets while keeping you entertained with a variety of well-designed quests, utterly fantastic sea battles, and somewhat disappointing ground combat. The basic questing structure doesn’t offer anything unexpected: You chat with various non-player characters, receive a solo or group quest, and then travel to the necessary location to fulfill the task at hand. Sure, many of these are kill-this-and-deliver-that missions, but they stand apart from the usual generic mainstays thanks to well-written dialogue and common narrative threads that contribute to the game’s overarching political tug of war. NPCs don’t feature full speech, but the stories they relate in text when receiving quests lend them a good amount of character, from captains seeking revenge on their archenemies to drunken swains vicariously living off of your high-seas exploits.



You’ll find yourself looking forward to completing quests that send you to sea, simply because battles in your ship are epic in scope and beautifully paced. An enormous vessel takes time to navigate across the undulating waves of the Caribbean Sea, but sea battles are leisurely enough to feel realistic while avoiding any feeling of sluggishness. Waging a sea battle is arguably the finest aspect of the game, as each tactical aspect of the battle demands your attention. You first need to be conscious of wind direction, as it dramatically impacts traveling speed. You also need to ensure your cannons are facing your target or you won’t be able to fire them, but you also simultaneously need to protect each side of your ship from damage. Weighing your options in battle thus requires a good amount of finesse. Do you focus on maneuverability and turning speed to avoid damage at the expense of offensive prowess? Do you take the time to change ammo (a protracted task) and risk taking the cannon out of commission temporarily?

You can equip your ship with a variety of different ammunition, depending on whether you want to damage your opponent’s sails, hull, or crew–and each type of damage benefits you and your group. This leads to some terrific team-oriented play, with one player focusing on slowing down enemy crafts with another diminishing crew numbers in preparation for boarding. Boarding is an early key to success in Pirates of the Burning Sea, though it focuses on the least interesting aspect of the game: hand-to-hand combat. You need to be close to an enemy ship and traveling at a slow speed to grapple it, and success isn’t always guaranteed. Once you’ve grappled the enemy, however, you and your crew board the ship and participate in a somewhat messy melee that hardly caters to the game’s strengths.



Flying Lab certainly tried to add some punch to melee combat with the balance and initiative meters. More damaging attacks require balance, which is built up by performing relatively weak preparatory strikes, while finishing moves require initiative, which also builds up over time. There are also different schools of swashbuckling from which you can earn skills, such as dirty fighting and fencing. Yet these options, as interesting as they sound, can’t rescue avatar combat. While ship combat finds just the right balance of deliberate pace and nail-biting excitement, melee battles move too slowly and look and feel dull. Some visual panache would have gone a long way toward spicing things up, but the lackluster graphics and sound of hand-to-hand combat will have you avoiding it whenever feasible.

Both types of combat fit into an overarching player-versus-player mechanic that’s as awesome as it is intimidating. As you complete quests at certain ports, you also contribute to regional unrest, which results in a gradual breakdown of opposing national control. Once a region has become unstable enough, pirates can move in for the kill, creating PVP hot zones that make open-sea travel treacherous and further break down port control. After several days of real-time unrest, the original port owner and contesting nation battle it out in an epic 48-ship battle usually (but not necessarily) involving the players that contributed most to their nation during the contesting period. This is where each element of the game comes together in a glorious showdown that shines in contrast to the often lackluster PVP systems of its peers, and sets the bar for future MMOG designers. Your first gargantuan battle is likely to be one of your most memorable online gaming moments, featuring dozens of hulking ships attacking one another in a rollicking oceanic ballet. It’s also a remarkably well-balanced structure in which players of any level and profession can make a difference, thanks to the unique features of ship combat. In a genre in which the best, most thrilling moments are generally reserved for top-level players, being able to see Pirates of the Burning Sea’s finest feature without having to grind for a hundred hours is a breath of fresh air.

Once a nation has conquered enough territory, ports revert to their original owners and you do it all over again. Your reasons for capturing ports go well beyond simple national pride, however. Certain valuable resources are only available at particular ports, which makes being able to control them key to controlling the complex player-driven economy. Pirates of the Burning Sea falters a bit here, since learning how to take advantage of resources and port warehouses is a bit mind-boggling at first, and the manufacturing interface is hardly intuitive. Yet once you’ve got a handle on its intricacies, you can take advantage of them to rake in some serious cash, which can be used, in turn, to buy new ships or upgrade existing ones. You can also craft items out of raw goods and put them up for sale on the game’s auction houses, which handily averages out standard prices for that particular item so that you can make an educated bid.

Pirates of the Burning Sea has been, for the most part, stable during our testing period. However, it has suffered from its share of launch pangs and occasional lag, and throws some unnecessary obstacles into the mix. Even after a very recent patch, attempting dialogue with a few NPCs results in strings of code rather than actual dialogue. At other times, the game suffers from graphical bugs, ranging from texture load-in to missing geometry and disappearing water shaders. The general interface is also rather clunky, making it a hassle to identify quest locations, or even to manage chat channels. None of these factors make the game fare any worse than most other MMOGs during their initial launch periods, but they are drawbacks worth noting.

Though the game servers feel underpopulated, there’s a good deal of community support for the game, best exemplified by content-creation options that allow players to create original flag and sail patterns, and then submit them for in-game use. We proudly created a flag and eagerly watched as other players voted on its quality. Sadly, taking advantage of this feature is limited to power users, since there are some stringent design requirements, and you will need to use a third-party graphical design program like Adobe Photoshop to create them. A simplified in-game creation system, like that employed in Guild Wars for capes, would have been a welcome feature, since it wouldn’t exclude so many from participating in this interesting facet of the game. It’s also worth noting that once you create your design, you still have to purchase it in-game in order to apply it to your own ships–an odd design choice indeed.

Aside from the aforementioned visual glitches, Pirates of the Burning Sea looks pretty good, if not exactly up to recent PC gaming standards, and the contrast between the tremendous marine battles and unspectacular ground combat translates somewhat into the visuals. The water is truly beautiful and surges convincingly when you are out at sea, which makes the unrealistic way in which it meets the shoreline stick out. Ship designs are also lovely, but player avatars are somewhat flat–though it’s worth noting that you can dress them up in a variety of fun and interesting ways. Unfortunately, ports aren’t much to look at and suffer from bland street and wall textures. In fact, while you’d think that a game taking place at such a colorful time in history would feature over-the-top animations, replete with swashbuckling deeds of derring-do, character models are stiff and lifeless. Overall, the game doesn’t look bad, and it runs well on a variety of machines–it just doesn’t meet the joy of its setting with an equally enthusiastic presentation.

The same can be said of the sound design, though it has its delights. Again, the dichotomy between ordinary landlubbing and oceanic exhilaration is apparent, with naval battles coming to life with the din of cannons and the warble of waves. On-foot combat is less interesting to hear, but the battle cries of your crew always are done well, even if they signal enthusiasm for a thrill that never arrives. The music isn’t bad though, and exploring ports reveals minor delights, like a barside flute player entertaining patrons or a dockside fiddler providing some jaunty atmosphere.

If you’re looking for an MMOG that offers instant rewards, you will probably find Pirates of the Burning Sea’s learning curve daunting, but it’s worth getting the hang of, because the game showers you with gifts the more you play it. Here is, finally, an online RPG that takes the grand-scheming economics and PVP of EVE and shrinks it into a manageable form, without forcing you to sacrifice the joy of exciting combat in the process. If you’ve been looking for something a little bit different and a lot more complex than the usual fare, you should give Pirates of the Burning Sea a good, hard look.

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Penumbra: Black Plague



When last we left Philip, the protagonist of last year’s first-person horror adventure Penumbra: Overture, he had just been knocked out cold in a dank underground lair. This sudden cliffhanger was just about the only truly annoying moment in Frictional Games’ freshman effort, though, because the Swedish developer did yeoman work setting up both a macabre mood and puzzles rooted in the real world. Now, the series comes to a close with Penumbra: Black Plague, a superb sequel that continues with the creeps and common-sense conundrums.

As with Overture, the biggest selling point in Black Plague is the physics-dependent design. The Lovecraft-influenced story about a young man investigating an underground base in Greenland–apparently contaminated with some sort of infection–is decidedly weird, but not nearly as original as the puzzle design. Everything in the game is based on real-world logic, but not the Bizarro World nonsense that dominates traditional adventure games. All of the problems here are tied to accurate physics and environments that are packed with objects that can be directly manipulated. There are no pixel hunts, no running around to pull a dizzying succession of levers, no directing laser beams at mirrors, and no slapping tape on a cat to make a moustache. Here you simply explore spooky underground settings to try to escape by picking up and sliding around boxes, rocks, chairs, crates, flares, or other sorts of detritus.



Every action you take is modeled on real-life movements. To open a drawer, you’ve got to use the mouse to click on the handle and then pull the mouse back to mimic sliding it open. Doors are opened the same way, with a click and a pull. Throwing a switch is accomplished by grabbing it with the cursor and then sliding the mouse downward. Wheels are turned by rotating the mouse. These sorts of motions can be a touch finicky at times, especially when hauling around long objects, such as planks or shelves, that get too easily snagged on doorways and walls, but they do a fantastic job of underlining the reality of your situation. Philip’s body is even a part of the simulation because you have to be careful not to step on objects that you’re trying to drag. Unlike so many other first-person games where you’re basically just a formless mass behind a camera, here your character has real presence.

Puzzles are similarly realistic. Rather than collecting bits of random junk as in a typical adventure, you deal with situations as they come, utilizing only objects at hand to solve problems. This switch can actually be awful tricky to deal with if you’re an adventure-game veteran. It’s hard to believe that all of the tools needed to get past a barrier like a locked door are laid out in front of you so clearly. So you can spend many minutes crawling around looking for the trick or gimmick that bars your way in traditional adventure games, never realizing that the first step to a solution here is often as simple as picking up a rock to smash open a door, throwing a plank over an abyss, or ripping a wire out of a circuit box to kill the power that is keeping a door locked. You still need to take a good look at your surroundings for hints and MacGyver your way through a lot of locked doors, but there are no ridiculous leaps of logic. Anyone with a dash of patience and a pinch of common sense should be able to finish the game without recourse to a walkthrough.



This true-to-life design also makes Black Plague damn scary. With everything so rooted in reality, it’s easy to lose your sense of place and feel like you’re really stuck deep underground. The visuals are a few years behind the times, although in some ways, this actually enhances the grimy look of your subterranean prison. Also, most of the textures are reasonable, given that they’re not pushed to depict anything more sophisticated than rusty walls and bloodstained floors. Because you spend all of your time fumbling around in the dark, anyhow, audio is more important than the visuals. Black Plague delivers here, with sparse sounds like distant whispers and rattling that could either be right beside you or far off in the distance. Atmospheric effects and music are just disorienting enough to keep you on edge at all times.

All of the irritating cheese from Overture has been stripped away too. Both combat and stealth mechanics have been pretty much entirely eliminated from the game. You can still fight when necessary and duck into the shadows to dodge enemies. But there are no more frustrating dealings with patrolling dogs and no need to try to swing a pickaxe into a skull. The latter is most welcome because the decidedly unfriendly battle interface from the first game made the occasional scrap with those demon dogs a real pain. You do run into hostile creatures every so often, although these occasions are few and far between. Gruesome sentries show up just often enough to maintain tension. Hiding out for a few moments is generally all that’s required to ditch baddies, which leaves you alone to deal with puzzles for the most part.

The one big drawback with Black Plague is that it ends rather abruptly. Any experienced adventure gamer can wrap the game up in four or five hours, which makes it a little too brief even for its bargain-bin price tag. Such brevity and a dissatisfying conclusion might be more forgivable if a third Penumbra was on the way, but this sudden finale is a bit annoying given that this is the end of the line for the series. Nevertheless, Black Plague is fun while it lasts and definitely recommended for anyone who enjoyed the first game.

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Sunday, June 19, 2011

TERA is about to open beta in Europe and North America. The fighting system reveal



The TERA Online which developed by the Korean company NHN will officially open beta in Europe and North America. Recently, the European and North American version of the game co-producer Stefan Ramirez introduced the game of the characteristics to European and North American Players, the straightforward battle,stand-alone RPG story and the MMO elements ,these three are clever combination,also revealed the design of combat systems.



TERA combat system design that let Players spend more time in combat, stronger control of the battle, bring the experience like the stand-alone action game to Players. Stefan said,TERA is called MMO ACRPG (it was also known TRPG) is more appropriate,because of it highlights the characteristics of action role-playing battle.Buy TERA Gold from us,ESTAR Guys will be your best partner.




The 8 Classes in the TERA,different occupational skills, and fighting moves are very different way, each different vocational skills,movements and the combat mode both are very different,so, Players need more time to know well with the game that in order to make the use of skilled of each class. AI is designed very well in the game,also the game supports joystick operation, Better experience for the players a sense of brisk operation,that let Players enjoy a better experience and a better straightforward feeling of control.ESTAR also offers WOW Gold,Buy Rift Platinum,Cheap Aion Kinah,Shaiya Gold,Star Trek Online Energy Credits,etc!


In addition to concern about the action,in the RPG Story and MMO game system these two respect also has a continuation and development. For a good works,the depth of the story in the game is a key to attract players to continue playing, as an MMO works, Props, Transactions, Guilds and other systems will also appear in the TERA.

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Sins of a Solar Empire

There’s a blissful nirvana strategy gamers yearn for, even though experiencing it usually involves a considerable loss of sleep along with a steep drop in productivity for days on end. Sins of a Solar Empire is one of those rare games that can deliver an incredibly addictive experience that devours a healthy chunk of your life, and you won’t mind a bit. Not bad for a debut game from a relatively small developer. Ironclad and publisher Stardock should be proud, because they’ve delivered one of the most original, compelling strategy games in recent years.



Let’s get this clear: Sins isn’t anything like a typical turn-based space strategy game such as Galactic Civilizations or the granddaddy of the genre, Master of Orion. Instead, this is a real-time game–but don’t let that make you think that it’s Command & Conquer in space. Though it’s in real time, Sins unfolds at such a leisurely pace and can happen on such a gigantic scale that you’ll easily manage five or six gigantic fleets at a time as you battle across multiple star systems that contain dozens of worlds.

The game is set in a distant future where the Trader Emergency Coalition–an alliance of various human worlds–bands together in the face of two threats. The first is the Advent, an offshoot of humanity that has embraced an alien philosophy and has come looking to spread the word by force. Even direr is the Vasari, a mysterious alien race that seeks the annihilation of both factions. Sins lets you play from the perspective of any of the three factions, which are approximate mirrors of one another.



Like many space strategy games, the action begins with you in control of a single planet, and from there you must explore the rest of the system worlds, locating planets to colonize, as well as resources that you can exploit to fuel your research and ship-building needs. Sins isn’t as ambitious as other space strategy games that task you with taking over a galaxy; instead, the action is limited to a maximum of five local stars, each with a network of planets around it. Travel among planets is limited via strict space lanes, so some planets are natural choke points. Planets themselves come in four varieties. Terran and desert planets can be colonized easily, but to settle ice and volcano planets you must research the appropriate technology first. Asteroids can also be colonized, but they’re so small that they can support only tiny populations, making them ideal for outposts.

To support your expansion, you’ll have to build a plethora of vessels. Scouts explore the planetary systems, locating ideal worlds to colonize with colony ships, as well as providing advance warning on incoming enemy fleets. Warships come in three classes. The smallest are frigates, and they include frontline combatants, siege vessels that can pummel planets with nuclear weapons, and missile platforms. Then there are larger cruiser-class vessels, such as escort carriers that can deploy squadrons of fighters and bombers to heavier warships. The crème de la crème, though, are the capital ships, which you can build only a handful of. Capital ships are huge, expensive, and powerful, but they’re also like the characters in a role-playing game in that they can level up as they gain experience, making them more powerful and unlocking unique and potent abilities. The ability to gain experience creates a powerful dynamic, as you want to get your capital ships into fights so they can level up, but you also want to protect them from danger, because the loss of them can be devastating. However, if you get a task force of high-level capital ships and smaller vessels together, you’ll have a force to be reckoned with.



Good strategy games force you to constantly make decisions about where to allocate your resources, and Sins does an exceptional job of this, mainly because you’ll usually find yourself having to juggle where to invest your precious resources. There are three resources in the game: money, metal, and crystal. Money is generated by having large planetary populations or by building trade stations. Metal and crystal can only be harvested on small asteroids. Building warships or structures, making planetary improvements, and conducting research consumes large amounts of these resources, and usually you’ll have a shortage of at least one of them, which forces you to make some difficult decisions.

It’s also possible to engage in a bit of diplomacy, though Sins takes a different tack than a lot of other strategy games. You can do the standard diplomatic maneuvers like declaring a nonaggression pact or forming an alliance with someone, but to do so, you’ve got to prove your worth to that faction by pursuing missions it puts toward you. For example, one faction might task you with destroying a certain number of defensive structures of another faction. Successfully completing the mission will earn you favor, though not completing the mission will earn disfavor. In order to form an alliance with any faction, you’ll have to complete several missions for it.



Then there’s the pirate system, which is a brilliant way of waging war by proxy. The pirates are third-party raiders who launch attacks periodically. You can influence whom they attack by raising the bounty on one of your opponent’s heads. However, this creates an eBay-like bidding war, where factions are trying to either get the bounties off of their heads or put them on opponents they really need attacked. The danger is that when you bid, you actually put money into the pot that you can’t withdraw, even if you lose. That means that if you get into an astronomical bidding war and win, the bad news is that in the next round, the opponent already has a mountain of money in the auction that you have to overcome. The other danger is that the more money there is in the bidding, the bigger the pirate attack will be. It’s a pretty slick system, though its one flaw is that it requires you to babysit each auction when it happens, a process that takes a minute or two. Given that attacks happen every 10 or 15 minutes, this is an activity that takes away from the overall pace of the game.

All of this sounds like it might be a handful to handle in real time, but Sins unfolds at a stately, almost leisurely, pace. The action is fast enough that you’re constantly busy making decisions, but it’s rarely frenetic to the point where you’re overwhelmed. To help you manage a huge empire, there’s an innovative empire tree on the side of the screen that gives you an outline of all of your planets, fleets, and factories. Let’s say you have a fleet battling in a distant system and taking losses. Without zooming away from the battle, you can select a nearby shipyard and start ordering up replacement ships that can automatically join the fleet. With the empire tree, it’s relatively easy to manage multiple fleets consisting of dozens of warships each.

If Sins has a downside, it’s that larger-scale games will easily take hours upon hours to resolve. Medium-size maps will chew up six to eight hours, often to the point where you will be looking at the clock and wondering just how effective you’re going to be the next day on about three or four hours of sleep. Larger games can take even longer at the default speed settings. Things would end a lot faster if there were alternate victory conditions or if the artificial intelligence would surrender after it clearly has no chance of winning. Instead, you have to pulverize each enemy position before the game ends, a process that can take a while. One thing that you can do while you’re finishing someone off, though, is to work on accomplishing achievements. The game has its own achievement system that rewards you for remarkable performance, such as wiping out a certain number of enemy capital ships or settling a pirate base. One dastardly achievement challenges you to win without researching a single military technology.

The game features random maps and scenarios, but one thing that’s missing is a campaign. Still, Sins of a Solar Empire is an excellent single-player game and one that translates well into the multiplayer realm, especially since it’s a lot harder to beat a human opponent than it is a machine. The built-in server browser connects to Ironclad Online, where it’s easy to create a multiplayer game or join up with others. The one thing to keep in mind is that, for the sake of brevity, it’s usually best to go with small maps in order for the game to resolve in one sitting. Though it’s possible to save a multiplayer game, it will take a considerable amount of dedication and scheduling by all parties involved to tackle a huge game.

Finally, the game’s visual presentation is excellent. It’s not a graphically flashy game, but it works on many levels. The ship designs look cool up close, and watching fleets slug it out is always fun. Pull the camera back, and ships and squadrons are replaced by distinctive icons, giving you the big picture even when you’ve zoomed out and are looking at a solar system as a whole. The interface is also quite elegant, and it scales nicely to a wide variety of display sizes. The audio and sound effects aren’t quite as distinctive, and the music provides some decent sonic wallpaper.

In sum, Sins of a Solar Empire is an absolute must-have if you enjoy strategy games. It’s an addictive, deep game that elevates space strategy to new levels. At the same time, it provides a fresh, original take on one of the oldest and most revered subgenres in all of strategy gaming.

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Friday, June 17, 2011

Darkspore Review

During the multi-year development of Spore, Will Wright promised the universe. And while the evolution sim’s insanely rich creature creator wound up being a diversion unto itself, the ambitious 2008 game wound up disappointing most. Darkspore, a new PC-only RPG-mutation of the original, feels like a marketing person’s response to all the gripes against the shallow sandbox of Spore.



The first step in Darkspore’s attempt to capture the hearts and minds of the gaming demographic is to go pre-fab. You don’t design your own characters from the ground up, but rather recruit from a pool of creatures that look more Bionicle than badass. There’s a hint of “gotta catch ’em all” here, but the recruitment of said aliens is mostly uninteresting; players merely unlock new units when you level up.



Said creatures are thrown into squads of three and used to muscle through Diablo-style dungeon crawls. The environments are lovely, ranging from verdant but poisonous jungles to futuristic fortresses that look straight out of Starcraft. Combat is fun enough. Your units wield special skills, three unique to them and another three shared across the squad, and squads work like a three-way tag team, teleporting in and out of fights when health runs low. Darkspore’s most interesting wrinkle on the loot game is that all the new gear you earn during and after missions doesn’t just get slapped onto your character. Using a neutered version of the Spore creature creator, you add new claws, armor, eyes, and tendrils to your characters as you see fit.



Some will gripe that Darkspore requires an always-on Internet connection to play. If you consider having to log in and connect to a server—even if you want to play single-player—as a form of DRM, then you might agree. But there are rewards for playing Darkspore online apart from the virtual companionship: Bonuses to character experience and loot encourage you for engaging in the game’s thin but workable online community. Darkspore feels like a sliver of Spore. It has a mostly silly and self-serious story and a portentous soundtrack a la Mass Effect. But at the micro level, there’s substance to its meat and bones, and lots of stats, gear, and levels to chew on. Its hard, though, to say if that’s an improvement.

View the original article here

Castaway 2: Isle of the Titans



You ever walk into a room, only to forget what it was you came for? Ever do the same thing, only on a deserted island full of cute technicolor monsters and cryptic talking statues? This is what happens to the towheaded hero of


Castaway 2: Isle of the Titans. The sequel to last year's Castaway, Castaway 2 is an addictive action-RPG with plenty of hacking, slashing, and island-bound amnesia.

After you name your hero, move him about the island with either the [arrow] or [WASD] keys. You can interact with the environment in a number of ways with the [spacebar], including attacking, picking up and using items, and chatting with various stoney shopkeepers and quest givers. When you've learned some cool RPG skills, you can drag them to the quickbar at the bottom of the screen and activate them with the number keys [1-6]. Use your mouse to navigate the various game menus, including those for your inventory, stats and skills; useful for powering up as you gain levels.



Even without the totally optional Premium Content the game offers, there is a lot to do in Castaway 2. In addition to the typical RPG fare of killing monsters, taking their gear, and leveling up, there is also a great deal of exploration, helpful pets to collect, and items to craft. Pets are friendly monsters you hatch from eggs collected throughout the island. Crafting involves collecting raw materials from monsters, shops, and the environment, and combining them to make something new and useful. With so much going on, it is a good thing that the in-game tutorials are so helpful and clear. Collect resources, kill monsters, level up, and figure out why the Titans have brought you to their island.

Analysis: How much you like Castaway 2 will depend a lot on how much you like mindless hack-n-slash RPGs. The story is not particularly deep, and while some enemies require strategic positioning and skill usage to defeat effectively, the overall gameplay is not very complex or tactical. But as an addictive timewaster, Castaway 2 is tough to top. The soundtrack is inviting, the graphics pleasant and colorful, and the monsters fun and cute (almost too cute, as I wondered why the Titans were so keen on me dispatching so much unique, adorable wildlife). The wide number and variety of missions you receive, from killing monsters to finding and creating unique items means you will never want for something to do. Castaway 2 is the sort of game where you tell yourself you are going to stop soon, except you just need to find one more iron ingot, so you can craft the Magical Monster-Bopper of Bopping, and hey, where does that gate lead to? It's not the sort of game you can pick up and drop during a coffee break (unless you're more disciplined than I), but for such simple gameplay, it's engrossing.

Fans of the original Castaway will find much they like from the first game, plus many improvements. The somewhat confusing isometric map has been replaced by a more straightforward square grid, which works a lot better with keyboard controls. The game auto-saves between screens, so you no longer have to worry about backtracking to town every time you want to save your progress before a dangerous battle. And while Castaway 2 still involves a lot of grinding, the steeper power curve moves things along, and the addition of crafting and crafting missions adds variety to the monster killing.

Castaway 2 isn't the deepest RPG around, but it's perfect for casual fans of the genre. The Isle of the Titans has a lot to do and a lot to see, and will keep casual RPG players well occupied. Just don't let it suck you in too much, or you might find that you suffer some light amnesia of your own.

View the original article here

Death Worm

The say size isn't everything, but that only applies if you aren't a massive, carnivorous, desert-dwelling hell-worm that needs a steady diet of camels, civilians, ambulances, and jaguars to survive. Oh... sorry, did I say hell-worm? I meant to say Death Worm! Play Creek's surprise hit 2007 indie download gnaws its way into your browser with 15 levels, 30 different enemies, achievements, and a whole lotta explosions. And we wouldn't have it any other way.



Turns out steering a Death Worm is only slightly more complicated than riding a bike; use the [arrow] keys to maneuver and build up momentum, popping up out of the ground to snatch your unwary prey, and burrow down deep within the earth to reach even higher when you burst out next. While your foes start off small-time the ante is quickly upped as everything from tigers to soldiers to helicopters and detonators roll out to put an end to your feasting. Which would be discouraging if not for the fact that you're a Death Worm, and can upgrade your abilities between levels and even gather power ups to let you put on a burst of speed or spit freakin' fireballs. (Still not as freaky as Goblin Sharks, though.) To pass each stage you'll need to meet the requirements, usually "eat some dudes" and "eat even more dudes".

Once you've mastered the controls, you're golden. Death Worm isn't actually that difficult, apart from a few frustrating levels where you're required to devour a certain amount of enemies without taking damage (and the count resets if you do). It's actually fairly easy to coast along beneath the surface and peek just the top of your head up to snack on some poor sap, then duck back down before anyone else can react. Of course, that's if yer yella. Death Worm's real entertainment shines when you rocket out of the ground and rack up big combos for higher scores, sending limbs flying and causing helicopters to careen out of control into a pack of terrified tigers. Compared to its original release, Death Worm has undergone a significant visual upgrade, but still retains that fast-paced monster worm action that captured the hearts of men and women everywhere.

Sometimes you want complex strategy or a deeply moving story that changes your personal outlook; Death Worm has neither, but it does have the ability to swallow you whole, so maybe you shouldn't tell it that. For awesome arcade action, Death Worm satisfies.

View the original article here

Thursday, June 16, 2011

Last Dynasty Announced, This is a Chinese Grinding Game

The Chinese MMORPG Feng Yun / Storm Online is now released in North America and Europe under the name “Last Dynasty“. Russian online game publisher Mail.ru partnered with Shanda Games to unveil a client-based fantasy title Last Dynasty, which was developed by Chinese guys in 2007.



To my mind, however, this is not eagerly awaited fantasy MMO, but a total waste of time. How come an old Chinese game delivers fun and entertaining gameplay?

As of today, Mai.ru behind free MMORPGs Juggernaut, GodsWar Online, has official launched the beta of Last Dynasty at www.lastdynasty.com and www.lastdynasty.de

Following typical Chinese MMOs King of Kings 3, Dragon Soul, Dragon Oath, Loong and etc, Last Dynasty primarily focuses on the PvP aspect where players will be able to engage in the challenging duels and large-scale ground battles, special guild wars within their own party and guild.

For those love PVE, Last Dynasty has a lot to offer: a variety of quests, a virtually unlimited number of opponents, and untold treasures waiting to be discovered. This allows the multi-level character development, any challenge to customize. Furthermore, Crafter can create many objects in a complicated and unique system.



Last Dynasty is an  immersive online MMORPG that puts players in ancient China. After a devastating war, all four inter-rival kingdoms face each other with suspicion. Despite several attempts but so far none of the factions has gained a decisive advantage.

View the original article here

Wednesday, June 15, 2011

Langman: Word Game from Von Lehe Creative

I have to admit, if I was ever sucked into a Tron-like computer world, I don't know if I would be able to handle the games they would force me to play. Since getting my motorcycle license, I think I could manage a draw in light-cycles, but Deadly Discs? Solar Sailor? Brawls at the End of Line club? I think I'd be de-rezzed pretty quickly. On the other hand, should the Master Computer challenge me to a game of hangman, I think I could take him. Such is the scenario presented by Langman, the new unity platforming word game from Von Lehe Creative. Oh... and while this might be a spoiler: ETAOIN SHRDLU is a good place to start.

Langman is controlled with the [arrow] keys and the [spacebar]. You move your figure around around the dark, box-filled landscape. When on a box with a letter on it, you hit the [spacebar] to select it as a guess for the puzzle hanging over head. If correct, it will light up and be added to the puzzle. If incorrect, they will drop out of place, and one of your "guesses" will be removed from the counter. Watch out... should you drop with it, you'll lose another guess. Other boxes without letters (and a couple of other shapes) will merely fall upon being selected. Sometimes these boxes will drop into the bottomless pit below, but if they land on something, they can then be pushed around to help or hinder your progress. A combo of correct guess adds to your guess counter. Collect bombs to blast boxes out of your way with the [B] key, and should you find yourself in an unwinnable position, an [R] key will reset the level. Complete the puzzle, and you'll move on to the next level. There are 16 in all. G--D L-CK!

Imbued with the greenish glow and beeps of retro-computing and the 3D aesthetics of the Unity platform, Langman is a treat for the eyes, ears and the mind. The concept is clever, the number and variety of puzzles is impressive, and while the game's mechanics are frustrating from time to time, it is the good kind of frustrating that makes you want to keep playing until you've beaten it. It's far from perfect: the randomness of the puzzles means that each level is easy or hard depending on chance (and indeed, a few seemed impossible at first without a bomb on hand) the physics are off just enough to be an annoyance, and the game doesn't really have a sense of depth beyond the novelty of combining such disparate elements. That said, the combination of run and jump with Wheel of Fortune works far more than it doesn't, and will make for an intriguing distraction for word and action game lovers alike.

If you enjoy the game, you might be interested to know that you can download the free soundtrack from the developer's site.

View the original article here

Tuesday, June 14, 2011

Ramacity Heads for Closed Beta



Lucianne Tan, one of Bigpoint’s PR specialists said to MMOGameSite that they just launched the closed beta for city planning game Ramacity, which allows players to manage city buildings politically and economically. It is more likely for players to role play leadership to manage the city as a whole.

Unfortunagely, only selected players could access such beta, according to the press release.
“We are is pleased to announce that the closed beta of free browser simulation RamaCity. In this game, players are able to role play city planners to plan and build their own small town.  There are many buildings, industrial and leisure facilities available and the city can be so built with “SimCity” style. Furthermore, RamaCity naturally offers numerous social-game functions and so the players can support each other and visit the cities of other players.”

As of today, the first selected testers in RamaCity has started their own small town.  In RamaCity players have the opportunity to form their own little town and consolidate it into a large metropolis with numerous buildings, including schools and major shopping malls.

Also, the player is in the position of mayor to construct industrial facilities to ensure the supply of its citizens. At the same time it should also offer sufficient jobs for the citizens. There are many opportunities to interact with other players. Thus, players can support each other and establish partnerships in order to optimize their buildings and factories.

You may be also interested in other Rama series games such as Aquarama, Zoomumba and Ponyrama.
Official website: http://www.ramacity.com/

View the original article here

Gods & Heroes: Rome Rising MMORPG Subscription Pricing Revealed

Heatwave Interactive, Inc., global publisher and developer of premium interactive entertainment, today revealed the introductory U.S. subscription options for Gods & Heroes: Rome Rising, the studio's highly anticipated Roman mythology massively multi-player online role-playing game (MMORPG). Gods & Heroes will be available at retail on June 21, 2011.



Those who purchase Gods & Heroes at retail or as a digital download will receive one month of included playtime with the game. Heatwave will also provide a variety of introductory options for players to continue their adventure. Warriors of Rome can purchase a one-month subscription for a highly competitive price of $9.99, a three-month subscription for $27.99 or a six-month subscription for $54.99. Dedicated Romans can purchase a year of playtime for $99.99 or a lifetime subscription for $199.99.



"Based on the feedback from our beta players, we feel that this pricing further makes Gods & Heroes an attractive choice for MMO fans," said Executive Producer and Heatwave CEO Anthony Castoro.



Gods & Heroes: Rome Rising is a full-scale MMORPG that immerses players into a universe of authentic Roman myth and legend. Players take on the role of a Demigod and celebrated hero of the Roman army who sets out on a quest for vengeance against an ancient enemy. While battling in the midst of Roman landmarks and legendary scenery, players can build and command their own squad of minions, customize their massive estate, combat mythological creatures, and unleash an arsenal of weapons.

View the original article here

Sunday, June 12, 2011

Reborn Horizon: Browser-Based Strategy Game

What would a post-apocalyptic world look like? The skyline, grey and obscure, is concealed in brownish smog and dust, which is suspending in the air as if the sun is not going to shine any more; the scared ground is jumbled with torn-down houses, uprooted trees, and piled-up rumbles on the bared lithosphere. Derelict and dilapidated, this land sees no future and promise. Yet hope survives, and survivors with it will make the horizon reborn here.



Out of such post-apocalyptic background emerges the game world of Reborn Horizon, which is a new browser-based strategy MMO with an immersive storyline of shaping a futuristic empire above the ashes of the past. The first and fundamental step players ought to take in the unpredictable journey is building the base and consolidating it, for it is in the foundation of all things, just like a little acorn from which a mighty oak tree will bud, branch out, bloom and bear fruits. Resources such as grain, stone and iron have to be produced in corresponding fields, harvested in due time, and then consumed partially to prompt the growth of the empire with the rest stored in warehouse for further use.

A powerful economy without doubt plays a crucial role in the growth of the empire, yet economy alone is far from enough, if players want to bring their nations into the pinnacle. Whereas growth requires economy, expansion must be achieved by war. More territories can only be hard-gained through battling one’s way to the ownership. While it is mostly likely that players would like to be the attacker who provoke a fight or declare war in the first place, it is also unavoidable that they will also be the defender to safeguard their painstakingly built empires. Besides, players can choose to fight single-handedly in the game if that is their individual fighting style, while at the same time they could form alliance with other players, which will bring about many benefits, such as higher odds to win in combat and lower rate to be targeted as punching bag.

The whole gameplay is proceeding in an artistically designed world hued by lowkey metallic colors. And the best player will have the chance to see the dawn break with its rising sun and the sliver lining of the grey cloud.

View the original article here

Saturday, June 11, 2011

Terraria: Action-Adventure Game From Re-Logic

Many kids used to spend their time at the beach building sandcastles. Not me, though. I built sand empires. I constructed little sand fiefdoms which I could rule over my sand lords from my sand throne. Believe me, it was awe-inspiring. Terraria, a new action-adventure-creativity game from Re-Logic, is perfect for a sand emperor like myself: it offers the thrill of discovery mixed with the chance to meticulously construct your own little village, city or empire. And before you think it: yes, it's a lot like Minecraft, only in 2D.

Control your character with the [WASD] keys, press the [spacebar] to jump, and wield your currently equipped tool with the [mouse]. There are a variety of tools available — pickaxes allow you to dig in the ground, axes let you chop down trees, swords help you fight off monsters, and so on. Later on you can obtain even more interesting gear like grappling hooks and firearms!

With this gear you'll set out to accomplish your goal, which is... pretty much whatever you want it to be! You can focus on constructing a fantastic town, in which case you'll attract NPCs who offer services like shopping and healing. You can explore the land which will lead you to mysterious dungeons and vast underground cave systems. You can collect items and use them to summon boss monsters to battle for valuables. There's really no shortage of things to do!

Terraria is presented in 2D in a style similar to a few old-school Super Nintendo RPGs. While the action can be a little small, it's generally easy to pick everything out from the screen after some time getting used to everything. The game boasts some endearing music and sound effects as well — for instance, the main theme is bound to get stuck in your head for days.


Analysis: It's pretty easy to compare Terraria to Minecraft because, well, that's exactly what it is — multiplayer features included. The similarities are clear and even the creator of Minecraft has acknowledged Terraria, giving it a bit of early attention just a few weeks before its surprise release.

Terraria takes the sandbox formula a bit further, though, by boasting a feature list that dwarfs Minecraft's even at launch. Perhaps most importantly, Terraria is available through Steam, making it much easier to obtain the game and eliminating the chance of the game becoming nearly unplayable should a main server on the developer's end go down — a problem that has plagued Minecraft for months.

Terraria is also much more of an actual game than Minecraft. There are dungeons to explore, many more varieties of monster and boss to fight that offer rewards for their defeat and NPCs to attract to your town. The exciting sense of exploration is still a key part of the game, but in Terraria exploration tends to be a lot more rewarding. You never know when you'll stumble across a treasure chest full of goodies or some valuable ore!

The real question is if Terraria has the longevity to stand alongside Minecraft. While you can create as many worlds as you want, in Terraria each is bordered on the far left and right unlike in Minecraft where they are effectively infinite. Time will tell if this means that players will eventually run out of things to do and grow bored with the game.

In terms of game design there are a few minor flaws. It's easy to be swarmed with massive amounts of monsters in Terraria, so players who'd rather focus on construction than combat might get a bit frustrated. Since the individual "blocks" that make up the world are smaller, it's also a little more difficult to be precise when building or mining. With practice, though, this becomes less of an issue.

Terraria offers such a variety of experience that both Minecraft fans and those who have never touched that game can find something to enjoy. Hop on in, chop down some trees and start your own empire. Plus, your work won't all get ruined when the tide rolls in!

View the original article here

Friday, June 10, 2011

Dawn of Fantasy Reveals an Exclusive Look at Kingdom Wars

In Dawn of Fantasy's second developer diary, Assistant Producer and Lead Writer Gordon Farrell is back to guide viewers through another game mode - this time with the help of Arielle Parkas, Assistant Voice-Over Director and Voice Actor for several elven characters. The captivating duo takes players through Dawn of Fantasy's innovative 'Kingdom Wars' game mode.



‘Kingdom Wars’ is an exclusively single-player Conquer-the-World style campaign mode with a mix of Skirmish and MMORTS gameplay elements to create a new, action-packed experience. This game mode takes the epic siege warfare, continuous army progression, army construction, and World Map from the massively multiplayer ‘Online Kingdom’ mode and pairs it with an intelligent and aggressive AI, improved diplomacy features, and the ability to control conquered strongholds. At the same time, ‘Kingdom Wars’ leaves out select ‘Online Kingdom’ mode elements including city construction, advanced economic micromanagement, and story-driven quests to promote fast-paced action at every turn.

While introducing the ‘Kingdom Wars’ mode, Gordon and Arielle detail key elements including World Map interaction, stronghold and economic management specific to KW, diplomacy, army camps, and epic stronghold sieges. The pair discusses some of their favorite features, with their competing biases thrown in for good measure. Viewers are in for a definite treat, as Gordon and Arielle take players to exotic locations never-before-seen in video, such as the dwarven mines where the player can stock up on gold reserves.
The three great realms of Mythador await a unifying leader... Will you step up to the challenge? Stay tuned for the third developer diary, which will show off Dawn of Fantasy's premier game mode, the story-driven massively multiplayer 'Online Kingdom' campaign!

View the original article here

Elements of War Online Starts Closed Beta Testing



The call goes out now to all fans of strategy games from North America and Europe to join closed beta testing of gamigo's free-to-play real-time strategy game Elements of War Online.

On the tactical map, thousands of players can fight for control of 50 territories simultaneously. This results in a continual shift in the balance of power between the Russian and American forces.

A single player version of Elements of War was released in stores in April by Kalypso Media. Elements of War Online is very different from this version in a number of ways. The focus of beta testing will be on the localization of the game as well as community and multiplayer features. Since the units of each faction are different, balancing will also be a major focus of the tests.



One of the most important new additions to the online version is that troops gain experience in battle, thus becoming stronger and earning new skills. Players can see at any time on the dynamic map where any hot spots are so they can send their armies into the fray of the action.Players can sign up to join beta testing on the game's official
website: http://elementsofwar.gamigo.com/beta/

View the original article here

WarFlow: A Brand New War Game

The brand new war game WarFlow was developed based on flash technologies that produce aimated interfaces and guarantee a user-friendly gaming experience. As a coalition of vivid fighting scenes and varied strategies, WarFlow consists of multiple systems including City, Battles, Legion, Farm, Mine and Heroes, where gamers are able to utilize their advantages to the best to win out.



Right after DOVOGAME announced to unveil their first RTS war game WarFlow, they just confirmed earlier today that the first WarFlow server – “Militia” has been launched on Jan 5th.

Pretty much akin to DOVOGAME’s flagship product – BTO (Business Tycoon Online), WarFlow provides a comprehensive solution for heroism, leadership and espirt de corps. During the wars with NPC warlords, gamers will be able to enjoy conquering the toughest battles. Meanwhile in the Legionary battles, gamers have to work together to fight for their common interest and common honor.

The launch of S1 Militia signifies that DOVOGAME gamers have more choice now than ever before. They can choose to fight in a civilized way in BTO as a business tycoon or in a brutal way in WarFlow as a warlord wielding the weapons.



WarFlow, as a browser game, doesn’t require downloads and allows players to experience the whole game without spending a penny. With the same pattern of Dynasty Saga and Batheo, Warflow, as an original browser game, has been coped by Koram Game and Clapalong.com.


Four Advantages of WarFlow the Novel RTS Game
WarFlow, developed by DOVOGAME, comes across as being the most popular Real-time War Strategy game of 2011. The comments on Facebook and the professional game networks indicate its incredible appeal for RTS gamers. Its four advantages should explain how WarFlow stands out from all of the other war games.


No waste of time on buildings or soldiers
In the average war games, gamers have to wait a long time before enough resources are collected and required buildings are built. So much time is wasted on these uninteresting projects that very little joy is left for gamers to experience. In WarFlow, buildings are finished instantly and no production or training required for soldiers. Instead, Heroes (300 in total) are the fighters in WarFlow. With no redundant tasks involved, gamers are able to focus on strengthening their Heroes by training, improvement, technologies and equipments.


Less non-military tasks
Silver that can be obtained instantly in WarFlow is almost the only resource required for governmental and military construction. At this rate, gamers spend little time on construction and upgrades and have more time to manage their various types of forces (72 in total) and formations (10 in total).


Legions
A game of mere PVE mode is boring. WarFlow unlocks group-fight and legions for characters of around level 10. At first gamers can go on a group-fight against NPC and later they can have Legion vs Legion wars.


Reasonable gaming expenses
Gamers are given plenty of free MCUs (required for initiating attacks) and free chances to gain Silver. They can spend a little money to speed up the growth of forces, but it’s not necessary since WarFlow allows gamers to outfox each other without spending a penny.

For further details on this new game, check out the official WarFlow website at: http://warflow.dovogame.com/

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