Why Aren't You Playing: Dino Storm


java 2013-03-01 23-45-59-29

Dino Storm is the kind of game that is born in the dreams of young boys. The more that you think about it, the more it makes sense. Cowboys riding dinosaurs, wielding laser guns, all in a old west setting. The game centers around a village called “Dinoville,” (bet you didn’t see that coming) where everything is bought and sold with Dino Dollars (you wish I was making this up). On paper (or wherever you happen to be reading this) it sounds just crazy enough to be an early April Fool’s prank, or a fever dream, but then you pinch yourself on the face and realize that no, it is indeed a very serious video game.

Created by Splitscreen Studios, Dino Storm is played through the browser and features a pretty cool 3D engine. So grab your laser gun and let’s dive in, shall we?

Gameplay

So we already know Dino Storm breaks some new territory with the whole cowboys and dinosaurs theme, but the game itself lives or dies on a very simple question: Is it fun to play? And my answer is a rather confident yes. You spend 100% of the game strapped to your dinosaur, which can be moved around either by clicking to move or using the keyboard. Quests are exactly what you would expect to find in an MMO, with the added exception that there are a lot less of them, and they are all public quests. Instead of traveling to a hub and picking up twenty or so quests, each area only has one or two quest givers, each of which have one quest in progress at any given time. The quests are along the lines of kill this, escort that, or activate these nodes, nothing particularly new outside of the always-grouped factor.

java 2013-03-30 10-33-09-96

Combat in Dino Storm is rather love-it-or-leave-it. You have to click on all of your targets and select a large, bulky “attack” button from the drop down menu for your character to initiate his auto-attack. As your dinosaur levels up, you do gain access to new abilities but they are very limited in scope and quantity. You can move and shoot at the same time, which is less useful than it sounds when you factor in that proximity doesn’t mean a whole lot in MMOs, even in melee settings. Your abilities are dictated by the level of your gun and the level of your dinosaur, but you only unlock two for each category and the second ability doesn’t come until much later in the game.

In order to accomplish this leveling, you’re going to need to collect an assortment of items from quests and from killing monsters. Upgrading your weapon requires copious amounts of gun tuning kits and weapon tech upgrade kits. Leveling your dinosaur requires evolution serum. With how generously tuning kits and serum drop, the more difficult item on the list to pull together winds up being the Dino Dollars which are required in the thousands early on in leveling, and oddly enough are easily purchased with cash shop gold coins.

Once you get past the initial area around Dinoville, you start getting into zones that have pvp enabled and that two-clicks-to-attack feature becomes a lot less of a hinderance and a lot more of a necessity. The menu clearly differentiates between players and mobs, and since the public quests have a tendency to become one massive clustertruck of players and dinosaurs crawling over one another and attacking, that extra menu before you attack can mean the difference between attacking a mob or accidentally flagging yourself to another player. The system isn’t perfect, and I did see plenty of players accidentally attacking each other, but it is better than not having a safeguard at all.

java 2013-03-30 10-29-41-51

One problem I have with Dino Storm in the gameplay area is over the game’s GPS-style system of directing you to the objectives, with footprints leading you where you need to go. While the system mostly works fine, there are several instances where the game is simply unable to find a path, and is perpetually stuck in the “finding your target” mode. I even had this happen while in Dinoville, searching for the casino in the same area. I would much rather have to rely on a static indicator on the map and have the system be reliable than have no indicator and have to hope that the game can figure out its own map.

The other major problem I’ve had is with overlapping quests, especially when they are radically different in level. At one point, our group of about fifteen players were tasked with escorting a caravan to its destination. That travel took us through another quest area where players were fighting high level T-Rex mobs (pictured above) which mobbed and took out our entire group in about three seconds. I don’t know what happened to the players on the quest, but they never showed up to kill the T-Rex group, and we had to wait until they despawned in order to complete the escort mission. On more than one occasion, I’ve had entire groups of bandits spawn into an area and just start randomly attacking people.

The downside to having less quest givers is of course that there is far more limited content than in your standard MMO. All of the combat quests revolve mainly around defending yourself against waves of mobs, whether it be waves of mobs in a specific area or waves of mobs as you escort a couple of trade dinosaurs. After a while the repetition begins to weigh in as you find yourself performing the same tasks over and over in order to forward the main “chapters” which are a set of tasks for each region.

Appeal

When it comes to graphics, my policy is simple: Work within your limits. Aesthetically, there is a huge difference between aiming for the middle and striking gold, or aiming too high and winding up with the product of nightmares. So I give credit to the folks at Splitscreen Studios for figuring out a style and making it work.

Dino Storm looks like a game that might have found home on the old Quake engine, which I personally find to be a more preferable direction than trying to make a realistic looking game and falling into the uncanny valley, or heading down the generic indie route of calling your game “retro” and using 2d graphics. The visuals are low-key, but charming and with their own distinct theme. The dinosaurs look good and the player models are decent enough, even though they lack in any meaningful level of customization.

The UI is one of the worst aspects of Dino Storm. It is basic, bulky, takes up far too much of the screen than it should (especially in window mode), and it’s rather ugly to boot. I have also seen a large number of threads on the forums with people complaining that they are losing their inventories during server crashes, although I have not experienced this myself.

Conclusion

Overall, Dino Storm is a game with a brilliant setting surrounding a decent game on a promising platform. The game is actually rather family-friendly, so if you’re looking for a game to introduce your son/daughter into MMOs, I’d put Dino Storm up there along with Free Realms, Fusion Fall, and a few others. The few rude players I’ve seen have been pretty unanimously rejected by the community, and the game has systems in place to protect someone from getting ganked or spawn camped, alongside an actively policing player base.

Dino Storm isn’t in the realm of hardcore gaming, but considering that after the main city players are able to freely attack one another (albeit with repercussions for doing so) and take control of spawn points, not to mention that you need to do a corpse run for your quest items and sell-able goods which are left on your body upon death, not to mention that you are most likely to die from being piled by mobs or sniped by a player, I hesitate to call it a soft core title. Instead, it’s a bit more in the range of RuneScape pre-gravestones. Think of it as a mid-core title for players who are either enticed by the theme, or are new to the genre and would like something a bit tougher than Free Realms or Fusion Fall.

I give Dino Storm a B+. Aside from some bugs, there isn’t anything wrong with the game on a fundamental level. More depth would do nothing but help it. If this is an indication as to where browser based MMOs are headed, the future looks very bright indeed.

Why Aren’t You Playing: Dino Storm


java 2013-03-01 23-45-59-29

Dino Storm is the kind of game that is born in the dreams of young boys. The more that you think about it, the more it makes sense. Cowboys riding dinosaurs, wielding laser guns, all in a old west setting. The game centers around a village called “Dinoville,” (bet you didn’t see that coming) where everything is bought and sold with Dino Dollars (you wish I was making this up). On paper (or wherever you happen to be reading this) it sounds just crazy enough to be an early April Fool’s prank, or a fever dream, but then you pinch yourself on the face and realize that no, it is indeed a very serious video game.

Created by Splitscreen Studios, Dino Storm is played through the browser and features a pretty cool 3D engine. So grab your laser gun and let’s dive in, shall we?

Gameplay

So we already know Dino Storm breaks some new territory with the whole cowboys and dinosaurs theme, but the game itself lives or dies on a very simple question: Is it fun to play? And my answer is a rather confident yes. You spend 100% of the game strapped to your dinosaur, which can be moved around either by clicking to move or using the keyboard. Quests are exactly what you would expect to find in an MMO, with the added exception that there are a lot less of them, and they are all public quests. Instead of traveling to a hub and picking up twenty or so quests, each area only has one or two quest givers, each of which have one quest in progress at any given time. The quests are along the lines of kill this, escort that, or activate these nodes, nothing particularly new outside of the always-grouped factor.

java 2013-03-30 10-33-09-96

Combat in Dino Storm is rather love-it-or-leave-it. You have to click on all of your targets and select a large, bulky “attack” button from the drop down menu for your character to initiate his auto-attack. As your dinosaur levels up, you do gain access to new abilities but they are very limited in scope and quantity. You can move and shoot at the same time, which is less useful than it sounds when you factor in that proximity doesn’t mean a whole lot in MMOs, even in melee settings. Your abilities are dictated by the level of your gun and the level of your dinosaur, but you only unlock two for each category and the second ability doesn’t come until much later in the game.

In order to accomplish this leveling, you’re going to need to collect an assortment of items from quests and from killing monsters. Upgrading your weapon requires copious amounts of gun tuning kits and weapon tech upgrade kits. Leveling your dinosaur requires evolution serum. With how generously tuning kits and serum drop, the more difficult item on the list to pull together winds up being the Dino Dollars which are required in the thousands early on in leveling, and oddly enough are easily purchased with cash shop gold coins.

Once you get past the initial area around Dinoville, you start getting into zones that have pvp enabled and that two-clicks-to-attack feature becomes a lot less of a hinderance and a lot more of a necessity. The menu clearly differentiates between players and mobs, and since the public quests have a tendency to become one massive clustertruck of players and dinosaurs crawling over one another and attacking, that extra menu before you attack can mean the difference between attacking a mob or accidentally flagging yourself to another player. The system isn’t perfect, and I did see plenty of players accidentally attacking each other, but it is better than not having a safeguard at all.

java 2013-03-30 10-29-41-51

One problem I have with Dino Storm in the gameplay area is over the game’s GPS-style system of directing you to the objectives, with footprints leading you where you need to go. While the system mostly works fine, there are several instances where the game is simply unable to find a path, and is perpetually stuck in the “finding your target” mode. I even had this happen while in Dinoville, searching for the casino in the same area. I would much rather have to rely on a static indicator on the map and have the system be reliable than have no indicator and have to hope that the game can figure out its own map.

The other major problem I’ve had is with overlapping quests, especially when they are radically different in level. At one point, our group of about fifteen players were tasked with escorting a caravan to its destination. That travel took us through another quest area where players were fighting high level T-Rex mobs (pictured above) which mobbed and took out our entire group in about three seconds. I don’t know what happened to the players on the quest, but they never showed up to kill the T-Rex group, and we had to wait until they despawned in order to complete the escort mission. On more than one occasion, I’ve had entire groups of bandits spawn into an area and just start randomly attacking people.

The downside to having less quest givers is of course that there is far more limited content than in your standard MMO. All of the combat quests revolve mainly around defending yourself against waves of mobs, whether it be waves of mobs in a specific area or waves of mobs as you escort a couple of trade dinosaurs. After a while the repetition begins to weigh in as you find yourself performing the same tasks over and over in order to forward the main “chapters” which are a set of tasks for each region.

Appeal

When it comes to graphics, my policy is simple: Work within your limits. Aesthetically, there is a huge difference between aiming for the middle and striking gold, or aiming too high and winding up with the product of nightmares. So I give credit to the folks at Splitscreen Studios for figuring out a style and making it work.

Dino Storm looks like a game that might have found home on the old Quake engine, which I personally find to be a more preferable direction than trying to make a realistic looking game and falling into the uncanny valley, or heading down the generic indie route of calling your game “retro” and using 2d graphics. The visuals are low-key, but charming and with their own distinct theme. The dinosaurs look good and the player models are decent enough, even though they lack in any meaningful level of customization.

The UI is one of the worst aspects of Dino Storm. It is basic, bulky, takes up far too much of the screen than it should (especially in window mode), and it’s rather ugly to boot. I have also seen a large number of threads on the forums with people complaining that they are losing their inventories during server crashes, although I have not experienced this myself.

Conclusion

Overall, Dino Storm is a game with a brilliant setting surrounding a decent game on a promising platform. The game is actually rather family-friendly, so if you’re looking for a game to introduce your son/daughter into MMOs, I’d put Dino Storm up there along with Free Realms, Fusion Fall, and a few others. The few rude players I’ve seen have been pretty unanimously rejected by the community, and the game has systems in place to protect someone from getting ganked or spawn camped, alongside an actively policing player base.

Dino Storm isn’t in the realm of hardcore gaming, but considering that after the main city players are able to freely attack one another (albeit with repercussions for doing so) and take control of spawn points, not to mention that you need to do a corpse run for your quest items and sell-able goods which are left on your body upon death, not to mention that you are most likely to die from being piled by mobs or sniped by a player, I hesitate to call it a soft core title. Instead, it’s a bit more in the range of RuneScape pre-gravestones. Think of it as a mid-core title for players who are either enticed by the theme, or are new to the genre and would like something a bit tougher than Free Realms or Fusion Fall.

I give Dino Storm a B+. Aside from some bugs, there isn’t anything wrong with the game on a fundamental level. More depth would do nothing but help it. If this is an indication as to where browser based MMOs are headed, the future looks very bright indeed.

MMOrning Shots: Taking A Shot


Defiance 2013-01-30 18-34-58-62

In hindsight, perhaps we didn’t need all of these people to investigate a couple of pods. Better safe than sorry, though. Eagerly awaiting Defiance’s launch on Monday.

MMOrning Shots is a (somewhat) daily line of screenshots from various MMOs. Most are taken in-house , but if you would like your screenshot featured, send it over to contact[at]mmofallout[dot]com with the subject “MMorning Shots.”

Omali Was Wrong: Defiance On Steam


defiances

Hey folks. Get out your cricket bats, set your clocks one hour behind, and make sure your household knows you won’t be home for dinner, because it’s time for another episode of Omali Was Wrong. Not too long ago, I wrote a column about how Defiance on Steam was only at 33% toward the first tier of pre-purchase rewards with about two weeks to go before launch. In my defense, I did point out that using the reward level to gauge reception would have been inaccurate, given all of the variables to why Steam’s pre-purchase numbers would be low.

Regardless, you can all celebrate in my being completely off the mark. In the past week, Defiance has not just hit reward tier 1, it has surpassed all of (my) expectations and all three reward tiers will be unlocked. So if you were holding out on pre-purchasing via Steam until everything was unlocked, now is your time to shine.

The three Steam tiers come with extra stuff for your character in Defiance, plus a free copy of Rift and a discount off of the DLC season pass. Defiance launches April 2nd on PC, PS3, and 360.

(Source: Steam)

RuneScape 3 Beta Program Detailed


scaperune2

Jagex’s upcoming overhaul to RuneScape, also known as RuneScape 3, will be coming to all players later this summer. Before then, however, players are being invited to test out the new system in order to find any bugs or offer feedback to improve features before they go live. In preparation, Jagex has unveiled some details for how the beta will work, in a post on the main website. While gold and silver premier club members will receive guaranteed access, members will need to register for a chance to get into the beta. While the number will start out small and open up gradually, the announcement does state that all members will have a chance to try out the new game before it goes live.

  • 3rd April: Registration for the RuneScape 3 Beta Programme is opened to members.
  • 10th April: Registration closes.
  • 17th April: HTML5 beta begins.
  • 24th April: New interface alpha begins.

The HTML 5 beta begins in just about three weeks. As with Evolution of Combat, we will be doing impression pieces once the beta goes live.

(Source: RuneScape)

Top 5: How To Doom Your Kickstarter


ServerMerge_1

Welcome to the Thursday Top 5, where everything is made up and the points don’t matter. Here at MMO Fallout, every Thursday I like to discuss the top five of something, and today I would like to go in a bit of a satirical direction and give aspiring developers tips on how to guarantee that your project won’t gather more than 5% of its goal, even if that goal is about the cost of a McDonald’s value meal.

Since this is another weekly edition that will use specific examples to critique Kickstarters, I will once again direct you to our lovely MMO Fallout Legal Expert: Schank Wellington.

The Thursday Top 5 series is purely the opinion of its author and is not to be used as a guide on determining your Kickstarter investments. For this topic specifically, we mean that if your Kickstarter fails, don’t come blaming it on us.

5. Don’t Explain Your Product At All

Offender: Main Street MMO

I saw the advertisement for Main Street MMO and my first reaction was: “this is pretty cool, but what exactly is it?” If you want to push your potential investors away, one of the best ways to do it is to focus on your gimmick and not explain the rest of the game at all. The premise for the world behind Main Street MMO is rather cool, the world is generated based off of satellite imagery of real locations. Otherwise I have no idea what this game is about.

Is it even a game, or is it supposed to be a simulation? What kind of monetary system are we talking about here? Is there a combat system? Looking at what little information talks about something other than the awesome simulation system that recreates the world, the game sounds like a way for local businesses to get a virtual presence. But for who? Do people walk around in the world? Can they level up? What is the point? Will I be able to raid Starbucks once I hit the maximum level?

At some point, hopefully founder Jon Brouchoud realized that apart from selling an interactive Google Maps, there is nothing on the Kickstarter Page that even comes close to detailing what the game is about, let alone making a product that sounds worth investing in.

4. Hiring Your Kid To Write The Description

Offender: Kingdoms of Mythic Might

How can you not want to throw ten thousand dollars (the limit) at Kingdoms of Mythic Might after reading this? The formatting and spelling has not been edited for this article.

Hey everyone! This game will be a unique blend of buildup stratagy and LIVE ACTION! This game will be free to play, will pay options however, unlike most games you CAN earn the buyable coins ingame via quests adventure areas. Please vote for a name if you don’t like the one I picked and, vote for if you wan’t the game to be flash based or 3D. 3D will be a bit hard unless I get MORE then my goal but, it could be “doable.” There will be 2 level systems. a standard level and a EPIC level system your epic level controls ability to own certain ammount of villages, unlock certain awesome troops, and allow certain command abilities and lots of other goodness. Standard levels increase basic stats like speed, intel, strength, and command/charisma. Pretty much the whole nine yards. There will be A LOT of features with this game, like making allies, becoming leader of a area, and brawling areas/ capture areas to control exta troop types like, cave trolls or goblind or wraiths etc. Last thing i’ll share “rest will be a (suprize)” is, there will be Classes and races. All giving boost to certain resource productions and skills. Like, Being a Undead mage would give you boost to your troop growth with small catpured ammount of enemies turning undead and joining your villages/army and you’d have ability to send a plague or a undead scourge etc. lots of goodness hope you like the ideas and hope to see you in the comment section! 🙂

It may surprise you to learn that Kingdoms of Mythic Might only achieved $105 of its $100,000 goal, a complete surprise given the $10,000 backer reward:

All the above PLUS these three things, Unlimited honor coins FOR LIFE meaning you’d be pretty much a god if you decided to play, Also, I’ll let you become a producer. a true part of the MAJOR desicion making. Also, I will fly out to you or you can fly out to me and we’ll descuss things. Maybe play some COD or, prank call some random people. OR, you know discuss the game I’ll show you concept art status up dates and you get to in person share concerns or, ideas.

This almost sounds like someone asked their ten year old kid what they wanted out of a game, transcribed his response, and then decided to fund a Kickstarter based on it.

3. Not Describing Your Product At All

Offender: A New World
A
lso: Prison World

Someone please tell me what A New World is about. Is it a fantasy game? Science fiction? Can I shoot guns? Do I wield swords? Is there a reason this only raised forty seven dollars in funding? I have no answers.

We are a company who is dedicated to making quality games, that keeps our fans happy. The happier our players are, the more likely they are to keep playing our game, as well as bring their friends with them. In order to provide the quality of work we want to we need funding so we can get all of our licensing done, and get all of our patents started.

Alternatively you could do what Prison World did and pepper your page with images from other developer’s games (and Black Ops 2) while talking about how ground breaking your game is because players chat to each other through chat and compete online in this online game and filling a very large paragraph while simultaneously saying nothing of value at all.

2. First Is The Worst Impressions

photo-main

The sad thing about Treasure Hunter is that while this looks like it was put together in about twenty minutes from slightly altered stock models, the actual game does not resemble the picture above and including actual screenshots would have likely been the better alternative.

1. Absolutely Not

Offender: Visions –  A Christian MMO
Also: Web Based Ultima Online Clone
And: Ban Notice

Most of the items in 2-5 might have been good products but were hampered by poor presentation. These games were likely perfectly represented by their campaigns. A poor quality Kickstarter to fund an even worse quality game.

Rift Shutting Down In Korea


riftfae1x

Games developed in the west that are then brought over to the east have a tendency to not break into the market enough to sustain profitibility. Rift’s death in Korea has arguably been written on the walls ever since Trion announced that the game would still be operating with a subscription despite the market’s heavy focus on free to play games with cash shops. Even World of Warcraft operates on a pay by the hour model in Asia.

So it comes as not so much of a surprise that Rift didn’t catch on in Korea. MMO Culture is reporting that Rift is being shut down under CJ E&M on April 25th, and players will be refunded for any subscriptions charged past April 17th and that the web shop will be closed March 28th. Rift has just recently gone into open beta in preparation for release in China.

(Source: MMO Culture)

The Missing Ink Will Accept Bitcoins


the-missing-ink-alpha

UK MMO developer RedBedlam is not unfamiliar with breaking new boundaries, having brought Roma Victor to the free to play scene long before it was the popular thing to do. Fast forward to 2013 and the studio is once again paving the way for others to follow with the announcement that their upcoming MMO, The Missing Ink, will be supporting the virtual currency Bitcoin.

RedBedlam’s CEO Kerry Fraser-Robinson stated the following in a press release sent out today:

“We’re delighted to support Bitcoin.  We believe in the virtual currency and we think, as an Indie games developer, that this is exactly the type of payment option we should offer to players of The Missing Ink and also future games we have in development.”

The Missing Ink is currently in open beta and can be played by anyone with an account.

(Source: The Missing Ink)

Bigpoint Unveils Merc Elite, The Not-Fantasy-Themed MOBA


ME_selection_05

I know what you’re thinking: “A MOBA that isn’t set in a fantasy theme? Bullschtack, Omali!” Personally I am still not convinced that this isn’t some hallucination brought on by the gas station sushi I ate just a few hours ago, but for the sake of staying true to reality, or for the laughs we’ll have when this sushi wears off, let’s just say that the press release is completely true. Bigpoint Games, best known for their UNITY has announced their upcoming MOBA game: Merc Elite. In Merc Elite, players will take the role of one of five classes and equip high tech weaponry in order to dominate their opponents. Merc Elite uses direct fire aiming and will require some strategic tactics to take on your opponents.

Bigpoint has boasted Merc Elite as the first ever military themed MOBA.

“A team of more than 40 people have developed our newest Unity Game,” says Jeff Lydell, Senior Producer at Bigpoint, “Merc Elite goes beyond standard free-to-play browser titles by employing stunning 3D graphics powered by Unity and delivering a flurry of PvP action that includes an array of high-tech weapons, cunning tactics and a variety of character classes, while ensuring fair gameplay with skill-based combat.”

Merc Elite is expected to launch this summer and take its place alongside Bigpoint’s other browser games.

(Source: Bigpoint Press Release)

Vanguard Merging Down To One Server


vanguard

Generally when an MMO hits that point where it has merged down to its last server, you can bet that the game is either one step away from the chopping block at worst, or will remain in maintenance mode for the rest of its life at best. Sadly this is exactly what Vanguard players are experiencing as Sony has announced that the Halgar and Telon servers will be merging as of April 4th. The servers will be down for twenty four hours, after which the Halgar server will remain online until the end of business on April 9th. All characters above level 10, plus those below level 10 which have logged in since October 3rd, 2012, and before the April 3rd transfer, will be moved over to Telon.

Halgar characters will also be reimbursed for the cost of their houses, however they will have to find new housing when their characters transfer over. For more details, click the link below to see the transfer FAQ.

(Source: Vanguard)