Perfect World Opens Console Division


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Those of you who own a Playstation 4 or follow MMOs are likely already aware of the free to play MMOs that are either already available or are coming soon on the system. Perfect World Entertainment currently offers Blacklight Retribution on the console, and recently announced that it is opening a division of the company solely for the development of console titles. In a press release put out today by Perfect World Entertainment, the company did not detail which titles would be brought to current and next-gen systems, but described “current and future games.” Could we see Neverwinter on consoles? Perhaps.

Perfect World’s CEO Alan Chen had the following to say:

“Perfect World Entertainment has long been the leader in free-to-play PC titles. Bringing our titles to consoles is a natural progression for us, and we can’t wait to set a new standard for console MMORPGs and other genres.”

More information is set to come in 2014.

(Source: Perfect World Press Release)

MMOrning Shots: To Waaagh! And Back


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Warhammer Online comes to a close today, after five years of operation. As much as we joke here at MMO Fallout about the MMO and just about everything else surrounding the game and its developer, we’re always sad to see a game shut down. There might not have been a lot of people playing Warhammer, but you can’t deny that they were a dedicated bunch. Warhammer Online still sits in quite a few eyes as having the best player vs player combat on the market, and the only true successor to Dark Age of Camelot.

While we are on the subject, has anyone seen Mark Jacobs’ upcoming MMO, Camelot Unchained?

Impressions: Defiance Arkbreaker


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I managed to get some time in playing through the Arkbreaker DLC for Defiance, and I came out less disappointed than the Castithan pack DLC. I had a hard time completing the first DLC arenas because the timers were randomly breaking at launch, and I believe still are to this day. The Arkbreaker DLC introduces a laundry list of new content, including stims, spikes, a new mission line, arkfall events, weapons, and more.

There are new consumables added into the game in the form of spikes and stims. The spikes are like totems from other MMOs, you stick them in the ground and they give area of effect buffs to you and your allies. Stims are injected and offer similar buffs. They are consumable and you can only have a maximum of five of each particular type at any given time. What I really like about these items is that Trion has made it so you can only have one of each type in your inventory. If you find any more of the same type, it replenishes your stack, and if you find a higher quality version of the same thing it will replace the lower quality version. So if I get a higher tier ammunition spike, it will replace the one I have on me now. This sounds limiting, and you are limited to ten of each spike, but it makes the inventory less cluttered.

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The ability to favorite items and protect them from accidental salvage is a great addition, as is the inclusion of daily contract missions on the main map. The new Arkfalls are enclosed shooting galleries, there isn’t much to them outside of shooting a bunch of Volge and then fighting the Warmaster. The Warmaster itself is difficult, a giant tank with a lot of health. My group filled up the area and still couldn’t bring him down below 25% health before time ran out and he disappeared. Still managed to get a few decent weapons.

I am not impressed by Trion’s decision to make grenades consumable. Had they done this from the start, it probably wouldn’t be an issue, but they run out fast and are a pain to refill. Changing it this far into the game just feels like a step backward. Much like the first pack of DLC, I also can’t help but feel like there isn’t much to justify the price. Most of the content is available regardless of if you actually buy the DLC, and I can’t help but feel that the $40 I spent toward the season pass is going to waste. The world is as tiny as it ever was, even smaller since Trion split the map and threw in a loading screen. The company seems more dedicated to filling an already cramped world with more stuff, rather than taking the logical approach and expanding it as people have been requesting since launch.

As an update, Arkbreaker offers some nice content, but with most of it being given for free, it’s hard to justify spending the ten dollars.

MMOrning Shots: DUSTy Christmas


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How do citizens in the Eve Online universe celebrate Christmas? With presents of course! Boobytrapped presents filled with shrapnel grenades and a detonation device disguised as a toy Santa. DUST 514 is celebrating the holidays with a series of events, including a chance to play with the developers. Check it out!

Mechwarrior Online's $500 Gold Mechs


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I feel like every time that I see Mechwarrior Online in the news, it’s over some expensive new toy available in the cash shop. Today is no different, as Pihrana Games have begun selling gold plated mechs for $500 USD. The mechs were released alongside the clan collection, which itself offers bundles of mechs in packs ranging from $30 to $240. The mechs themselves aren’t actually being released until June 2014, and they come with a unique module that hasn’t been detailed yet.

Once again, if you’re looking for $500 to blow on something that might not be here a decade from now, MMO Fallout is always looking for sponsors.

(Source: PCGamesN)

Eldevin Impressions: A Touch of Nostalgia


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I suppose it’s a good thing that I murdered every single prisoner in the prison, considering the dead guards and smashed doors, this place probably isn’t suitable for holding any of them for the foreseeable future. The prison will also find itself lacking in a warden, seeing as how I killed the traitorous bastard on the roof of his own building. Since we’re on the topic, you might want to renovate the exterior, I don’t know how but there are a few escaped prisoners hiding out in the house across the street. Maybe send someone to clean that up, or let me do it.

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Games like Eldevin and RuneScape have an odd ability to convince us to power our way through what is probably the same kind of grind that we would reject had it been foisted upon us in any other MMO. The lure of vast riches and a growing pile of resources to turn into finished products or dump at a nearby vendor in return for cash to spend on creating more stuff and stabbing more powerful beings in the face is exactly the carrot that hangs just a few inches out of reach on the grind treadmill, but close enough that we think we’ll get it if we just keep running. It is the charming world, beautiful soundtrack, living environment filled with other players all meandering about with their own tasks that make such a grind not just bearable, but actually enjoyable.

Giving my impressions on a game like Eldevin is difficult as breaking the game down into its individual mechanics would provide an inaccurate detailing the overall experience. Eldevin’s saving grace is in the sense that while the game does require a great deal of grind, it perhaps doesn’t feel as pointless as other games where the reward is often just seeing your experience bar tick up. Nearly every action in Eldevin has a purpose, from killing creatures to level up your skinning for resources to use for cooking and making armor, to finding equipment useful for vendoring to afford the catalyst items needed in the second stage of crafting.

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The world of Eldevin is one that is brimming with life. Granted, once you give the world a deeper look, you see a bunch of NPCs following pre-scripted paths and animations. Still, it’s a nice touch to walk through town and see people hauling boxes around, city guards going down their paths, guards coming off duty and changing after their shift, etc. It is pretty basic at its core, but a sad reminder as to how little effort other games put into making their world feel more alive rather than a gallery for lifeless quest vendors and merchants.

Crafting is centered primarily around harvesting nodes and turning said products into goods at a station. If crafting is supposed to be a gold sink, Eldevin does it well. Most, if not all, recipes require an item that can only be purchased from vendors at a cost of anywhere from ten copper to five silver (five hundred copper). The slow process of gaining crafting experience can be alleviated slightly through a number of daily quests available for each profession. Players are able to level any skill to its maximum level (40), but you might want to focus on just one or two.

Combat, on the other hand, is where Eldevin meets standard MMO fare. The player has access to melee, range, and magic no matter what class you choose at the start, and combat is dealt through auto attack and specials. Health and mana can be replenished in combat with potions or out of combat with the various food items you can cook or buy. Combat is rather smooth and responsive, although the camera is restrictive and can get in the way, and special attacks have a habit of cancelling out your auto-attack.

Eldevin’s cash shop may be an issue, and not in the sense of pay to win. For a game focused on collecting mass amounts of resources, the fact that Eldevin sells extra inventory slots and bags will be a cause for concern for some. Alternatively, you could criticize the cash shop for selling certain items like health potions for in-game gold because the game delivers them directly to your inventory. There are multiple currencies on the cash shop, not all of which I fully understand at the time of writing and all but one are obtainable in-game.

Alternatively you can subscribe to Eldevin for $7 a month and receive experience boosts as well as a stipend of cash shop currency. I used mine on buying sacks that can be filled with gathered items, and filled them with wheat, meat, hides, and basil. Still, I find Eldevin oddly charming in the same way that RuneScape caught my attention years ago, and considering that I’m still playing the latter a decade later, I have a feeling that I’ll be sticking around in Eldevin for a long time to come.

Lessons From 2013 #13: Until We Say It's Over


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You have to hand it to Cryptic, the company just won’t give up whether you want them to or not. Champions Online launched way back in 2009 and while the game was pretty fun it suffered from the effects of being the first game on a new engine. Systems weren’t fleshed out, the game is still pretty clunky, and the system feels bogged down by all of the new features that Cryptic has piled on over the years. Rather than leaving the game in the dust, Cryptic Studios announced earlier this year that they are opening Cryptic North, a brand new studio primarily made up of ex-Flying Lab Software employees. The studio has one goal, to improve Champions Online and allow the game to fully utilize the current Cryptic Engine platform.

Everything’s been quiet on the western front, so we have to assume that the team is busy plucking away. Hopefully we will hear more about Champions 2.0 in 2014.

Lessons From 2013 #13: Until We Say It’s Over


champs

You have to hand it to Cryptic, the company just won’t give up whether you want them to or not. Champions Online launched way back in 2009 and while the game was pretty fun it suffered from the effects of being the first game on a new engine. Systems weren’t fleshed out, the game is still pretty clunky, and the system feels bogged down by all of the new features that Cryptic has piled on over the years. Rather than leaving the game in the dust, Cryptic Studios announced earlier this year that they are opening Cryptic North, a brand new studio primarily made up of ex-Flying Lab Software employees. The studio has one goal, to improve Champions Online and allow the game to fully utilize the current Cryptic Engine platform.

Everything’s been quiet on the western front, so we have to assume that the team is busy plucking away. Hopefully we will hear more about Champions 2.0 in 2014.

MMOrning Shots: Shroud Of The Avatar


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Today’s MMOrning Shot comes to us from Shroud of the Avatar, which recently opened its doors to backers to wander around the starter town of Owl’s Head. I had a chance to check out the early access and I found that the chat system is very similar to Everquest in that you actually have to ask questions and bring up subjects rather than clicking on dialogue menus. Sure, you can say “bandits” instead of “tell me about the bandits,” but where’s the fun in that? Nowhere, that’s where.

 

Lessons From 2013 #12: Announced Too Early


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Developers generally get around to announcing an MMO once it is several years in development. After all, MMOs take a very long time to develop, and are often times at risk of sudden cancellation for one reason or another. In the case of World of Darkness, CCP first announced the MMO way back in 2006 with White Wolf Publishing at Eve Online Fanfest for release in about five or six years. Following a series of layoffs at the team over the past few years, CCP confirmed earlier this year that World of Darkness is still in pre-production and won’t be coming out until 2015 at the earliest.

Just yesterday, CCP once again confirmed layoffs at the World of Darkness development team. The moral of the story? Don’t count your chickens before you have any eggs, or a chicken.