[Video] Nano-Boosted Bastion Is Nearly Indestructible


Who says using the test server can’t be fun? Blizzard’s latest test patch for Overwatch is up for players to enjoy, take advantage of, and suss out potential game breaking issues not unlike the one you see in the video above. Among the various changes to heroes are a variety of tweaks meant to make Bastion more viable. While Bastion’s deployment time has been reduced by a third and his magazine size buffed from 200 to 300, bullet spread has increased and both critical hits and head shot multipliers have been removed. Bastion can now heal while moving, however this is tied to a limited resource that refreshes while not being used. Oh and he also gains a passive defensive buff reducing damage by 35% while in sentry mode.

That last bit is important, because as players are finding out on the server, that buff stacks with Ana’s Nano Boost ultimate, which reduces damage by 50%. Nano boosted Bastion may be one of the best things to come out of the Overwatch test realm, but if you want to check it out for yourself you’ll need to do so before Blizzard patches it out.

Valve Kills Steam Greenlight, Implementing Steam Direct


Steam Greenlight, has been both applauded and derided, as a method for small developers to find a platform to make money and as an easily gamed portal through which Steam has turned into a dumping ground for Unity asset flips and actual money laundering schemes. On one hand, the change seems to be mostly cosmetic, a new name attached to an old machine. On the other hand, Valve seems intent on stemming the virtual avalanche of low quality titles, and has announced a per-title application fee for Steam Direct.

While we have invested heavily in our content pipeline and personalized store, we’re still debating the publishing fee for Steam Direct. We talked to several developers and studios about an appropriate fee, and they gave us a range of responses from as low as $100 to as high as $5,000. There are pros and cons at either end of the spectrum, so we’d like to gather more feedback before settling on a number.

Currently Steam Greenlight asks for a $100 one-time fee, which is donated to charity, in order for developers to show their determination. As it turned out, $100 wasn’t much to deter developers like Digital Homicide from flooding the platform with dozens upon dozens of low quality shovelware titles. Valve has stated hopes that Steam Greenlight would one day have no curation on their part.

More information on Steam Direct as it is revealed.

(Source: Steam)

Future Of Conan Exiles Coming To GDC And PAX East


Conan Exiles launched on PC Early Access last week, selling 320,000 copies and recouping all of its investments. Rather than pack up and call the day a success, Funcom is pushing forward with continued content development. Budding content creators have access to the developer kit, allowing for the creation and distribution of mods, quality of life improvements, and total conversions on Steam Workshop.

“We are deeply humbled and very grateful for the initial success of Conan Exiles,” says Funcom CEO Rui Casais. “Funcom has gone through some challenging times in recent years and seeing the game we have poured so much time and effort into gain this amount of traction so quickly is very invigorating for everyone who works here. This is just the start of the Early Access adventure and we will do whatever it takes to make sure Conan Exiles turns into a fully-fledged game that has something to offer new and old fans of both Conan and survival games.”

Funcom will be present at the Game Developers Conference in San Francisco to show off future content coming to Conan Exiles, and the studio will have presence at PAX East in Boston, Massachusetts.

(Source: Funcom)

PSA: Rainbow Six Siege Starter Edition Is Back, Forever


The Rainbow Six Siege Starter Pack is available once again in the Ubisoft store, but unlike last time it won’t be around for a limited time. Up for $15, the starter pack gives you access to the entire game with one caveat: The price to unlock operators is significantly higher, we’re talking 5-6 times the price.

Alternately, you can just pick up the full game on sale for $24.99. If you do go the cheap route and decide to upgrade later on, you can do that as well.

(Source: Ubisoft Store)

NCSoft Q4 2016: Wildstar Disappears From Report


NCSoft has released their fourth quarter financial statements and the news is quite positive. Compared to the same period last year, sales rose 20% with operating profit up 36% over the same period, thanks to strong performance from major IPs and strong launches in the mobile market. The report notes that sales have hit a historic high thanks to geographical expansion and new business models.

Over on the game’s front, Lineage 1 continues to impress with a 42% increase in sales over last year, an insane jump for an MMO that is going on nineteen years old. Another title to see solid annual growth was Blade & Soul, which continues to be popular as it rolls out worldwide. Lineage II saw a fair amount of growth while Guild Wars 2 continues to rock steadily as it awaits a new expansion pack. The other category contains Lineage Red Knights, whose successful rollout boosted the category by 97%.

One game you may note as missing from the sales breakdown is Wildstar. It isn’t there. It appears that the game’s sales have dropped enough that it is no longer worth listing as a product separate from the “other” category.

(Source: NCSoft Finance)

Final Fantasy XV, Tomb Raider Drive Square Enix 9 Month Sales


Square Enix’s latest income report is out and the results are pretty positive. For the nine month fiscal period ending December 16, net sales amounted to 190 billion Yen, a 24.4% increase over the same period last year. Operating income meanwhile dropped nearly ten percent, although Square is expecting a positive outcome by the end of the fiscal year in March. Sales this period were driven by big blockbuster hits including Rise of the Tomb Raider and Final Fantasy XV.

Over on the mobile side, sales have been boosted thanks to strong performances by Final Fantasy Brave Exvius, Hoshi No Dragon Quest, and Dragon Quest Monsters Super Light. Square Enix’s MMO’s have seen a significant drop in income over last year due to the lack of an expansion pack release during the period. The upcoming launch of Stormblood will no doubt rectify that, however it does not come out until the next fiscal year.

You can check out the entire release at the link below.

(Source: Square Enix)

Giveaway: MU Legend 2nd Beta


MMO Fallout has once again partnered with Webzen to give away beta keys for MU Legend, the second closed beta period set to start on February 21st. All you need to know going forward is that if you have a beta key from previous dates, you don’t need a new one. The work has already been done. Sit back, enjoy a cold one, and wait another two weeks. Alternately, you can spend your time watching the trailers below.

  • Important: If you have a beta key from the previous closed beta (even if you didn’t get it through us), you do not need another to access this coming closed beta.
  • Grab your key from the ticker box below.
  • Head over to the official website and click the ‘redeem beta key’ page (you’ll have to scroll to the bottom)
  • Enter your closed beta key.
  • You’re set.

[keys id=18528]

Homicide By Any Other Name: The Latest On The Romine Case


Here at MMO Fallout, the dead truly never stay down, and nothing says painstaking existence quite like the story of Digital Homicide and the lawsuit by James Romine against Jim Sterling. Those of you new to this discussion are going to have to read the archives, after going on two years of discussing what Digital Homicide is and what they do, frankly I’m sick of retelling the same story every other month. When we last left this story, the judge had dismissed Romine’s case unless he could present a counter-argument through an attorney. Key part of this phrase, through an attorney. Keep that in mind for the weeks ahead, it is very important.

Since Romine decided to file yet another 73 page document, I went through and plucked out some of the more interesting facts/claims that were made this time around. See below:

  1. Romine is now claiming that Jim Sterling is a direct competitor, as Sterling is “a member of a development team” currently working on a Steam release, thus alleging jurisdiction in Arizona because said game will no doubt be sold in Arizona.
  2. The idea that Romine has been using alternate accounts to put out other games and hide his name, because having either Romine or Digital Homicide attached to your name is guaranteed rejection by the gaming public, has basically been solidified in legal documents. Romine planned on using the Micro Strategic Designs name to ‘rebrand,’ an effort that was ruined because the developer messed up and accidentally placed the game in a Digital Homicide bundle, thus revealing the connection.
  3. The goal at the time was to completely retire the name Digital Homicide, because the name itself was irreparably damaged thanks to bad press and extremely low rated games.
  4. Romine believes that it is unfair for Digital Homicide’s poor reputation to follow to a new company owned and operated by the same people.
  5. How easy it is to game Steam Greenlight: According to the court documents, Attrition: Nuclear Domination made it through Steam Greenlight with just 500 yes votes. If you’re wondering how all of these bad games get through, here is your answer.
  6. Romine has more alternate accounts, under the names Vampier Straud, TheMac, SimplebutFunGames, and Micro Strategic Designs. There are seven total, four owned 100% by Romine.
  7. Valve nearly gave Digital Homicide the boot in 2015: According to the documents, Valve nearly gave Digital Homicide the boot in October 2015, stopping only because Romine begged (his word) them not to, promising to remove his future products to avoid having everything shut down. Incidentally, Valve would ultimately terminate their business with Digital Homicide following aggressive legal action from the latter.
  8. Someone sent a bag of poop by mail to Digital Homicide. Don’t do that.

How will the court respond? There’s only one way to find out. Tune in next time, folks.

City of Steam: Resting, Not Retired


City of Steam was a rather highly spoken of game here at MMO Fallout from years back, although it only shut down about a year ago, but I’ve found myself thinking about the game every now and then. As it happens, I stumbled onto the website for no real reason only to find that it is still operational, with a message to fans of the game: We are resting, not retired. As it turns out, the team over at Mechanist Games still wants to do proper by the game via a sequel.

City of Steam certainly isn’t retired, but we’ll need time to reflect on these things. A sequel would have to do justice to the world in a way that honors the original, addresses as many critiques and quirks as possible, and improves or innovates at the same time. It would also have to be good enough to make up for the shortcomings of the original – stuff that no one was really happy with. Rushing into such a massive commitment would be foolish, and would risk destroying the goodwill that still exists for the game.

When I originally talked about City of Steam back in 2012 (my how time flies), I had nothing but praise to heap unto Mechanist Games. Following several successful closed beta weekends, Mechanist announced an unholy union with R2 Games and turned it into the form that ultimately killed it: A watered down grindfest with casino-style blinking lights and everything geared toward a horrendously opportunistic cash shop. The prior fans abandoned ship and City of Steam became a ghost town.

The thought of a City of Steam sequel seems pretty interesting, hopefully Mechanist Games can figure out where the title went wrong last time and realize what was looking to be an incredible title.

[NM] The Sorceress: Worthy of its Fake Awards?


Not too long ago I talked about The Sorceress, a game so good that it fraudulently touted itself as winning numerous awards and promptly banned anyone who dared to say otherwise. But how bad can a game be that, in a theoretical alternate universe, managed to take home best graphics, best atmosphere, best action, the Indie World Award, and the Dev Gamm award that hadn’t even happened yet?

Pretty bad.

The sorceress tells the story of a world torn asunder by bad creatures, and you the sorceress are the only one that can stop them. The game tells you this through broken English narration and recorded video of the main character hitting things with her sword while numbers pop out. You’d be forgiven if you mistook this for a bad fan-made machinima project, all it’s missing is the five frames per second video and the ‘unregistered bandicam’ logo splashed at the top.

You often hear game critics talk about developers not bothering to put any effort into their quests, but I think Karabas Studio should be claiming a patent on the concept. The second quest you receive in the game is from an innkeeper and literally just says “I need to kill 2 Skeletons. Can you kill the skeletons for me, please?” So you kill the 2 skeletons, come back, and receive a healing potion. Your next quest? “I need to kill 10 skeletons. Can you kill the skeletons for me, please?” It has nothing to do with the broken English, that I could at least have some sympathy for.

After you kill the skeleton king, the game gains more of a semblance of plot, but not really. There are monsters in a nearby dungeon and they want to destroy the town. If you want to stop them from doing that, you’re going to have to kill them. That’s pretty much it.

The controls and mechanics in the game are an utter mess, almost as if it was developed by someone who didn’t have the faintest clue on how to create a video game, from the action hotbar that doesn’t work much of the time to the health/mana potions that are button operated and have no cooldown between use. Your first interaction will likely be wondering why the hell none of the NPCs are interactive until you figure out that the developer has mapped that button to I. Yes, I, the universally accepted interact button.

The dungeon that makes up the breadth of the game is a one way series of corridors randomly dotted with a small assortment of lazily cobbled together generic fantasy mobs. Enemies in the game respawn so quickly, including bosses, that by the time you’ve cleared out a room the one behind you has repopulated. That’s assuming of course that they don’t just immediately respawn where the previous one dropped. That’s also assuming that you can manage to stay locked on to an enemy, since the tab targeting barely functions and using the mouse to target is like trying to walk a cat on a leash.

There are a ton of little things here and there that should be second grade knowledge when building a game, but somehow still managed to be missed. Inventory management is, well, nonexistent. You can’t move items to different slots, you can’t drop stacks, and the button disappears whenever you do something. In order to drop the stack of 20 ‘sculls’ (their spelling, not mine) that you’ve collected, you need to click the skull, click drop, rinse, and repeat. And be sure to drop them in a place you’ll never go back to, the items stay on the floor forever, even after shutting the game off, and you pick them up automatically by walking near them.

By the end of the game, your inventory is a cluttered mess of teleport gems and keys that are forever placed at the earliest spot you had an open inventory space. The teleport gems, presumably a workaround to the game’s awful spawning system, teleports you deeper into the dungeon since you respawn at the front when you die. There is a five minute cooldown, however there wasn’t a visible countdown that I saw. You just have to keep using the item until it works.

Characters and enemies in the game are a mixed bag of store bought assets, including your player character who appears to be a random stock anime girl. You pick up palette swap armor and weapons over the course of the game that don’t affect your appearance, since that would require someone with modeling knowledge and thus be far beyond this game’s technical budget. Armor and weapons are just six color swaps of the same items, and there’s only a small handful of enemies that the game reuses prolifically.

Enemy AI is, expectedly, idiotic. Since mobs respond based on your proximity alone rather than to damage received, it is entirely possible to set yourself up with longer range spells and just keep peppering them from afar. In fact, this is how I beat the final boss. A sad, but not unexpected end to an equally sad and not all that unexpected game. You should keep your eyes open, for a game with early 2000’s graphics and not a hint of atmosphere, the draw distance is disgustingly short, rarely going as far as the length of the room you’re in.

I managed to beat The Sorceress in under five hours, because part of me wanted to finish the game and prove some semblance of “it wasn’t all that bad,” but I’m not going to turn this into a cost analysis based on the seven dollars I paid because it was five hours of pain and frustration. In a world where one-man games are becoming increasingly high quality, where Steam is getting piled on like a landfill with trash, games like The Sorceress don’t have a place, not even for the people who like the ‘so bad it’s funny’ aspect. It’s not funny anymore.

One thing I didn’t mention about the game is the graphics, since they are Unity assets and it doesn’t seem right to pass judgement on something the developer didn’t make. It’s like praising your dad’s baking skills over the Marie Callender pie he picked up at Wal Mart and moved from the tin over to a fancy looking plate. What I will say is that the assets are the gaming equivalent of a ransom note made out of cut up newspaper clippings, with characters that look like they were hastily ripped from a dollar store toy box and thrown together without much thought to consistency or quality.

By all counts, my coverage of this game will no doubt see more traffic than the actual game itself will see sales. The best we can hope for is that games like this continue to be smothered in the white noise that is the current Steam release climate.