[Rant] You Couldn’t Lie Like This In Other Industries


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Let’s start this piece by making a bold statement that I’ve repeated to no end on Twitter: The gaming industry is the only one where you can outright lie to customers and just blame the fact that you were really excited to talk about it. This isn’t the first time I’ve made such a claim and it certainly won’t be the last, as we are talking about an artistic medium and artists are nothing if not passionate about their work. They also tend to be horrible planners and businessmen.

But it stands to reason to say that the creative minds behind some of the biggest disappointments of the past decade need to do one simple thing: shut up. Either build a script before you go talk to the press or stop talking to the press, because while people like the fact that you talk off the cuff and don’t sound like a PR marketing person, they only like it at the time you’re talking. When the final product comes out and most of what you’ve said turns out to be at best exaggerated and at worst a blatant lie, you only go so far as to damage your personal reputation and that of the company you are representing. Acknowledge the problem and stop it.

It is terrible, because a lot of the games that get caught up with this are actually good. The Fable series is amazing, but a long series of false promises virtually guarantees that Peter Molyneux will go down as one of the industry’s most prolific liars above one of its most seasoned veterans. Bioshock Infinite was a fantastic game, but that doesn’t change the fact that early trailers were outright falsehoods, cutscenes featuring nonexistent content cleverly disguised as actual gameplay. As we found out much later on, the Duke Nukem Forever trailer we saw in 2001 was a total lie, the game didn’t really exist.

An even greater crime when the developer/publisher continues to push the lie past the point of launch. The most famous example of this discussed here at MMO Fallout is the 10% discount for ArcheAge patrons. This feature was promised only for Trion Worlds to move the goalposts, claim that it was never intended for inclusion at launch, lied about it being advertised at all, only to change the narrative again and drop the bonus after the game had already been out. As we later learned, nobody had bothered to figure out if such a discount mechanic was even compatible with the store, not that it stopped Trion Worlds from promising it in the time leading up to and following ArcheAge’s launch. Also no refunds.

Gabe Newell, a man whose closet isn’t free of its own skeletons, summed up perfectly why you should never try to lie to the internet:

‘Don’t ever, ever try to lie to the internet – because they will catch you. They will de-construct your spin. They will remember everything you ever say for eternity.’

For gamers, nothing raises a red flag quite like the phrase “actual game footage.” In recent years this term has come to mean exactly the opposite. For Ubisoft, you can bet your money that the game will be nowhere near as graphically impressive as the “actual game footage” demo showed at the previous year’s E3. For Peter Molyneux’s titles, you can expect that the more outlandish features, aka the ones Molyneux brings up in interviews, won’t actually make an appearance in the final product. Aliens: Colonial Marines lied about everything from the graphics to the animations and gameplay, honestly the list goes on Forever.

And before somebody brings it up in the comments, I’d like to address the burger analogy:

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We accept, although I don’t, the fact that a fast food burger doesn’t look like it does in the advertising for one simple reason: They are cheap, mass produced physical goods, and cobbled together by minimum wage teenagers, some of whom can barely comprehend that “no pickles” doesn’t actually mean “extra pickles.” Barring employee error in making said sandwich, however, you can also expect that if Burger King announces its A1 Whopper, that the Whopper will have A1 sauce on it. You don’t order your food only to find out that while the company kept the A1 name and the menu clearly shows the sauce, there is no sauce, and the manager tells you “oh sorry, that was actually a prototype build of the A1 Whopper and we removed the sauce since then. No refunds.”

And that is exactly the problem with the gaming industry, while minds like Peter Molyneux and Sean Murray spend years talking up their games with vague promises and hype, at no point do these men ever come out and make the disappointing announcement that no, No Man’s Sky actually won’t support landing on asteroids. Instead, these men make their rounds in the press and drop promises of all sorts of goodies, of which they are presumably aware on some level that they cannot guarantee will make it into the final product, and then leave it at that. No follow up, no ‘hey this didn’t work out,’ no nothing. If we are lucky, we might get an interview a few months down the line after launch explaining why so many promised features were cut. If we’re lucky.

Other times we receive the standard condescending remark. Situations change during development, this is your fault for presuming that my detailing all of the cool things we had in the game meant that those cool things would actually appear in the game. Did I not say that they were cancelled? My bad, no refunds.

So I have to chuckle whenever I see a developer on Twitter wondering why the games industry has such a hostile relationship with its customers, one that the industry has fostered along with the “do your research” culture that we currently live in, one that I absolutely despise. And who can blame consumers? You can’t trust the lead designers because they get really excited and thus can’t be trusted to give an honest or realistic description of the game. You can’t trust E3 demos because the game will either be dramatically downscaled graphically or show off prototype features, without explaining that they are such I might add, that won’t make it into the actual release. You can’t trust press previews because of day 1 patches, early builds, and the increasingly common process of pushing street dates as close to launch as possible. And you can’t trust the developer’s own videos in the year or even months leading up to launch because the demo was on an older build of the game and you’re a moron if you honestly thought that the final game wouldn’t remove some functionality or would look as good.

The only thing you can do is to stop pre-ordering altogether because, at this point, nothing said prior to a game’s launch can be taken at face value anymore. The indecisiveness and blatantly misleading nature of the gaming industry has made it impossible to trust even the most innocuous statements at this point like, will the game require PS Plus or will it go free to play or do I need to buy this starter pack to get access? Even after launch, you can’t trust developers to stick to their word, and MMO players would need a lot of hands to count the times a director or community manager has promised us that their game would never go free to play, that the cash shop would never sell non-cosmetic gear, that players would never be able to gain an advantage with real money.

What a wonderful way to interact with your community, on the common understanding that you have no obligation to realistically portray your game and that the consumer should from the start be under the impression that you’re either exaggerating or outright lying about features in order to sell a product. I have bad news for the industry, the ‘too bad so sad’ days of selling your games on the grounds that the customer has no avenue for compensation once they’ve opened/downloaded the game is over, it is over on PC and judging by how Sony has handled No Man’s Sky, it’s soon to be over on consoles as well. And if you don’t like that, just wait until the courts really get involved. Because they are. They definitely are. Oh boy are they.

Other than that I have no opinion on the matter.

No Man’s Sky: The Game That Broke Refund Policies


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The list of unfulfilled promises for No Man’s Sky is at least a mile long, and you can read it for yourself, but those looking to escalate the situation to a full refund may have found an ally: Valve themselves. While Sony and Microsoft have proven unwilling to refund digital purchases even in cases of fraud, the refund policy at Valve is simple: Two hours of gameplay or two weeks after purchase, whichever comes first. In rare cases, where a game is either broken or misleadingly advertised, they make an exception.

Such is the case with No Man’s Sky, where players are reporting that not only is Valve processing refunds, but so is Sony on the Playstation 4. Various Reddit threads are filling up with players revealing that Valve, Sony, and Amazon are all processing refunds for No Man’s Sky digital and physical purchases (in the case of Amazon).

In the two weeks since its launch on PC, No Man’s Sky has plummeted in peak players from over two hundred thousand to under twenty thousand.

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In the case of Steam, users are recommending submitting multiple refund requests if the first one or two are rejected, and that users should cite false advertising as their reason for requesting a refund. Amazon and Good Old Games have been quite lenient according to reports with Amazon’s live chat being more than helpful in processing refunds. For Playstation, one user recommended using the following in your refund request:

“The game lacks many features that were advertised and I’ve experienced multiple crashes.”

According to a few reports via Reddit, and perhaps unsurprisingly, the only store giving a hard time for refunds is the No Man’s Sky official website. Users on Neogaf are also compiling a list of successful refund stories.

In the two weeks since its launch, No Man’s Sky developer Hello Games has faced intense backlash over allegations that the company misled customers into purchasing the game, heavily advertising features just months before launch that were either released incomplete or removed from the game altogether.

Unfinished Early Access Game Divergence Online Spawns New Unfinished Early Access Game


Divergence Online is the Early Access game by Ethan Casner, a man whose abilities as a programmer and businessman I showed no faith in three years ago and who still hasn’t managed to disappoint me to this day. Since its launch, the unofficial Star Wars Galaxies 2.0, complete with interface clones, has completely floundered and died in Early Access. When I say that no one plays Divergence, I do so because there are literally zero people being tracked on Steam playing at this exact moment.

Since the prospect of a Star Wars Galaxies reboot has fallen into the forgotten graveyard of Steam Early Access indie titles, Casner has since turned his attention to the other wasteland of unfinished indie games, the open world hardcore zombie sandbox game. Divergence: Year Zero comes to us because Divergence: Online isn’t making enough money to survive and nobody is willing to work on it in exchange for no pay, as we are told:

“Nobody wants to work (for free) on “someone elses sci-fi game”. 100% truth. Oh, there are TONS of people out there willing ot line-up to “get involved with a survival game”, because they have a much better chance of earning those people money, but getting them to work on something that isn’t even made for profit (Divergence: Online) has been virtually impossible. If you can’t get people to help out on principle, then you need to pay them to do the work, and if you can’t pay them, well then you’re fucked aren’t you. Don’t approve? Tough shit, you aren’t the one putting your electric bill on a creditcard are you.”

So Casner found a way to convince a handful of hopeful interns to develop his survival game for free, in order to eventually pull funds to continue work on a game that, as of January this year, was making a whole $100 a week. And if you don’t approve of it, well that’s too bad for you. It’s also too bad for Ethan, whose game is admittedly bringing in less revenue than a part time job at McDonald’s, and whose financial woes are the primary cause for Year Zero being rushed into production.

Divergence: Year Zero (“Year Zero” for short) is a prequel to Divergence: Online and exists at a place in time I’d long planned to explore years from now but we simply do not have the time to wait.

Unluckily for Casner, his habit of meeting criticism with insults coupled with the fact that Divergence already siphoned nearly twenty grand from hopeful Kickstarter backers, has left gamers wary of this new venture.

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Why anyone would give money to this man after all this time after he has failed to deliver time and time again is beyond me. I’ve read some of the forum stuff from him and he seems to never really take responsibility for any of his own actions. I doubt the failing of Divergence Online had to do with it being to Niche, it had to do with his lack of ability to get anything done. What would make one believe this title would be any better than the one he had before? I would suggest just moving on, as he would just blame everyone but himself when it failed to deliver anything of value.

If you already bought into Divergence, you can get a key for Year Zero if you ask, but they’d like you to buy the damn thing please.

So where does this leave people who bought Divergence: Online?
Pretty fucking well off actually, because everyone who bought Divergence: Online is entitled to a free key for Year Zero. Obviously since we’re doing this to make money for the game, we’d like some people to buy the damn thing please, but if you ask for a key through the regular channels, you’ll get one no sales pitch and confidentially.

I will finish this piece with the same words I gave back in 2013:

That said, I don’t believe Divergence Online is a serious game. Not in the sense that I’m implying that the whole thing is on the level of a Stargate Worlds ponzi scheme, or that the guys working on it have any goal other than to make a great game and obviously some money in the process, but that the project is likely to follow in the same line as its predecessor: A series of unfulfilled promises held back by a lack of funding built by people who are better suited for smaller projects. In previous editorials, I’ve pointed out that an MMO is probably the worst genre to pick for your startup game, they take the kind of time, planning, personnel, and most importantly funding that indie studios just don’t have access to.

Gems In The Greenlight Gutter: July 21st Edition


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I’ve been meaning to start this column for quite a while now, and finally got around to figuring out what I wanted to call it. Gems in the Greenlight Gutter is a series of pieces I have planned looking at games that pop up in the Steam Greenlight list, with a twist.

Rather than looking at the bad games, as has become easy content fodder from various websites (including my own), I’m going to focus on those that showed promise. This is specifically dedicated to games that have been removed from Greenlight, as in pulled by the developer or refused approval by Valve.

Before anyone asks, there are no links to these games because they have been removed from Greenlight. Their pages no longer exist.

1. Recession

I like Recession because the concept of the game is ridiculously unbelievable. The idea of the game is simple, it appears to be a cross between Evolve and Payday 2 where four players take on the role of robbers going around doing robber things while one player plays the heavily armed cop who gets sent out to stop them because the cops can only afford to send out one guy at a time.

Recession is an amazing concept and a reminder that the Unity engine is capable of more than just releasing asset flips. This is one of those games that I really hope sees its way to completion and finds its way back on Steam.

2. Stellar

Stellar could be the modern day reboot of Asteroids, bringing very simple gameplay to a more fast paced modern audience. The fact that you seemingly can’t slow down or stop your craft forces the player to constantly be thinking on their toes.

Forget Steam Greenlight, the developers of Stellar should be trying to put this on actual arcade machines to stick in bars.

3. Running Clones

It is far too easy to dismiss Running Clones as a Thomas Was Alone clone based on the similar graphical style, but after watching the trailer I have to say this looks like a very inventive game. The whole concept revolves around freezing clones of your character to use as stepping stones in completing puzzles. It is a pretty unique idea and, once again, the minimalist design works perfectly in context.

4. ReBound

ReBound is a minimalist puzzle game where the player places arrows to guide his piece and collect all of the things on each level. Judging by the levels shown in the trailer, the game gets pretty complicated and requires a lot of forethought and presumably trial and error in order to complete.

5. Staccato

I’d like to use Staccato as an example for the Digital Homicides of the world, just to show you the difference between uninspired Unity asset flips and a game that are made with creativity. Staccato is proof that critics have no issue with games using Unity assets, they are there for programmers who can’t hire artists.

But instead of making some lazy hack and slash, Staccato is a rhythm game that allows the player to insert their own music. An Audiosurf clone, yes, but one that has a unique feel to it. If this game popped up on Steam for $5, I’d buy it hands down.

6. Pongara

Want to know the easiest way into any gamer’s heart? Nostalgia. Putting a new twist on an old concept is the new form of porting Doom to a calculator, and people (especially gamers) suck up nostalgia like it’s going out of style.

But to be completely serious, Pongara looks like an awesome concept. Seemingly not content with just creating Pong and adding a few gimmicks to it, the creator has gone as far as throwing all kinds of new game modes around what is a very simple premise.

Beta Perspective: A Third Go On The Neverwinter Express


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How much do I like Neverwinter? Three systems in and I’m still playing it, that’s how much.

Neverwinter is an action-based MMORPG set in the Dungeons and Dragons Forgotten Realms campaign. It initially released on PC back in 2013, Xbox last year, and now the game has come to Playstation. Unlike its Microsoft counterpart, Neverwinter on Playstation 4 does not require a subscription to the system’s online service in order to play. There is an extensive cash shop and an optional VIP subscription system that I will get into further on.

If my time in Neverwinter in PS4 has taught me one thing, it is just how massive in scope the game has become since it launched just three years ago. I started Neverwinter on PC during its beta phase and haven’t taken much time off since. As such, I’ve experienced the content in small doses as it became available.

Beginning again on PS4, all I can say is…wow. Seventy levels, six massive campaigns, the daily quests, etc. It’s a bit like deciding you’re going to start getting into Game of Thrones after numerous books and six seasons. Despite this, Perfect World is constantly doing work to make the leveling process as smooth and clear as possible.

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Having already played the game for its Xbox release, Neverwinter’s ability to pull off a controller setup is pretty well cemented. Your analog sticks are used to move, the right triggers pull off your primary and secondary attacks, and other attacks are mapped to the face buttons. I expect a lot of people to have momentary trouble with jumping, which requires a pull of L1 + square. Unfortunately, I’ve committed this key combination to memory so well that I’ve started using it in other games.

Combat is a ballet of cooldowns and potions as you maneuver the field and dodge attacks. Each class has plenty of abilities to use as you level up, and you only have a few equipped at a time, making room for experimentation. Combat is satisfying, hitting enemies carries a heavy oomph to it and your character (regardless of class) is pretty capable of handing out some serious punishment.

One thing I have to point out about Neverwinter is that the game seriously panders to pack rats (of which I am one). Every zone has its trinket to collect and turn in for random gear packs, you collect seals of the lion, the unicorn, the drake, manticore, pegasus, adventurer, elements, and protector by completing tasks and dungeons. There are ardent coins, zen, astral diamonds, celestial coins, black ice, guild marks, and more.

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The big currency in Neverwinter are Astral Diamonds and Zen. Players will recognize Zen as the real money currency that is common among Perfect World titles, with Astral Diamonds being the complementary currency obtainable in-game. You can trade Astral Diamonds for Zen in-game, allowing players to buy AD with real money and vice versa. This makes it technically possible to buy all of the cash shop items without paying any real money.

Astral Diamonds are obtained via multiple daily blessings, as well as daily skirmishes, dungeons, and pvp. They are required to buy items on the auction house, also making it possible to buy cash shop items if you manage to find expensive drops in late-game dungeons. Foundry creators can receive tips from players who complete their levels.

The community that has been built up so far is awesome. Since players can use keyboards, there tends to be quite a few people in chat. Since Neverwinter has open world bosses for the dragon campaign, there are always people in chat looking for groups, willing to invite to full zones, and calling out respawn timers. As far as console MMOs go (that are not cross-platform with PC), this is the first I’ve seen with an active chat community.

The Playstation version definitely has less technical issues than on Xbox One, particularly in FPS loss at the main hub Protector’s Enclave. Barring the influx of new players on launch day, there isn’t much to note in the bug department outside of some issues with players not being able to redeem their extra character awarded in the head start package.

More to come on Neverwinter PS4.

[Community] The Rebel Developer: “I Just Want To Get Rid of This Sh**y Game”


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For this week’s Community Monday, I want to dive into the latest indie developer meltdown currently in progress. The subject for the latest incident is The Rebel, a Unity asset flip that currently has a 75% positive (of four reviews) rating on Steam. There is one person online at the time of this writing.

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The Rebel is developed and published by an independent developer Novukomp EEOD, an individual who refers to his game as “total s*** and [an] asset flip,” as shown here on the Unity forums.

An year ago I put my game on Greenlight steam. It was total S*** at the time and asset flip. You probably think the game did poorly and never got approved? Wrong! It was approved via greenlight and actually reached top 5th place in greenlight out of 1400+ games.

The thread, posted last Friday, complains about an inability to get the game on Steam despite Valve’s seeming approval. They were kind enough to leak the admin dashboard, as shown above. Justbrosingthanks, the creator’s username, is seemingly fed up with trying to submit a game he apparently didn’t care much for.

I just want to get rid off this sh**y game, don’t want to turn this into a never ending slavery to a project I don’t even enjoy working on. I want it to end.

The creator ends up butting heads with others pointing out over the game’s poor graphics, the low framerate trailer, etc.

Stop being salty about negative comments, your game looks bad and you decided to put it in Steam anyway so better get ready to get a lot of vitriol. The worst offense of your game is the framerate, if you can’t get at least 30fps in your damn trailer you should know that you have serious problems.

Naturally Jim Sterling gets brought up, although Justbrosing seems to think that James Romine is living in a Beverly Hills mansion rather than a house in Arizona.

^ Sterling is the reason The Slaughtering Grounds developers are now living in Beverly Hills mansion and have all the time in the world to develop better game. I am actually hoping to reach to the British far-right fatty who will call this “shait”.

 

As with every other shady independent developer on Steam, The Rebel has taken to intensely policing its forums and banning any criticism. The developer has actually gone as far as attempting to stifle criticism by having only two forums open: The first for requesting keys and the second for trading (only open to owners).

There is literally no venue for discussing the game at all, and the developer is actively banning anyone and everyone who posts otherwise.

Please only post here if your question is related to free keys and videos. Everything else will be considered off topic and the thread banned/locked.

I attempted to contact the developer to point out that Valve has penalized developers for similar conduct in the past. He responded by permanently banning me from the game’s forums. He was kind enough to offer me a free key, though.

Again and again: please abide by the rules off the forum. If you think the game sucks: well thank you for the opinion! Just please don’t spam. If you want opinion/key: info@novucomp.com

To end this, I’ll point out that the creator is friends with none other than Steam’s most notorious shovelware developer, James Romine from Digital Homicide. Make of that what you will.

Disaster Report: Umbrella Corp Is Essentially Buried


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If there is any sympathy for Capcom over Umbrella Corps, you’d have to look long and hard in order to find it. Umbrella Corps, the game that was met with severe skepticism and ultimately negative reviews, appears to be dead in the waters just a few weeks after launch.

According to Steam Charts, the game averages less concurrent players than your average Battlefield server. Just 20 as of this writing and an overall peak of 45 over the last day or so. Steam Spy’s figures paint an even more dismal picture. The tracking service estimates that the PC version has only sold around eight thousand copies, with only about 35% of those playing over the past two weeks.

Perhaps Umbrella Corps should take a page out of Evolve’s playbook and make a sharp turn toward free to play territory. There is no guarantee of success, but at this point there isn’t much left to risk.

Overwatch Introduces Ana, Healing Sniper


Following Blizzard’s recent reveal of a sniper rifle with healing capabilities, gamers are finally being introduced to the latest playable member of Overwatch: Ana. The mother of Phariah, Ana’s biotic rifle is capable of healing friendlies and inflicting damage over time to enemies.

Her sidearm, a sleep dart, is capable of putting enemies to sleep (naturally) and interrupting several ultimate abilities. A biotic grenade heals allies while damaging enemies, and her nano boost allows allies to move faster, deal more damage, and take less damage.

Check out Ana’s origin story below:

[NM] Lara Croft GO


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The GO series turned out to be a real surprise hit when Square Enix announced Hitman GO for iOS and Android way back in the far flung past of 2014. You could cut the skepticism for Hitman GO with a knife, a rather cynical look toward what was perceived as the first steps of a company taking its IP down the dark hole of low quality mobile ports.

Thankfully, we were all wrong.

Next to Hitman GO, Lara Croft GO is easily the most satisfying puzzle game in recent memory and will likely remain so at least until Deus Ex Go hits. For the purpose of the review, I played Lara Croft Go on a Surface Pro 4 purchased through the Windows Store. The game is regularly $4.99, but is currently on sale for $1.99 for the next few days (as of July 8th, 2016).

At its core, Lara Croft GO is a fairly simple turn-based puzzle game. Movement of Lara and the creatures that inhabit each level are confined to a grid, forcing the player to take advantage of hanging from walls, using pitfalls traps, moving columns, and thinking several steps ahead to fight her way to the end of each area.

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Creatures in each zone will kill you if you stand in front of them, and can only be killed from behind or the side, or from afar with very limited weaponry. As you get further into the game, these creatures also become part of the puzzle itself, to be strategically herded or pushed to perfectly time your own movements.

There is a tendency in Lara Croft GO to fake the player out when it comes to repetitive puzzle solving. For instance, one level of the game has you using a specific climbing trick in order to trap and kill a lizard in order to clear your path ahead. Directly after, you come across another lizard in what appears to be an identical puzzle. Your instinct is to use the same technique, and for a moment you think the developers got lazy. Then you get to the end of the level and realize that, no, you actually had to get the lizard to tail you so he could flip the switch at the right moment.

And that’s the genius of Lara Croft GO, every time you lose and have to reset you learn a little more about the game. Every failure tends to be accompanied with the recognition of what was done wrong, what step was missed, and how to get a little further the next time around. It also stands to how well thought out each puzzle is that the game lets you think you’ve outsmarted the developers just long enough to make it all the more embarrassing when the game knocks you down a peg.

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The slow paced nature of Lara Croft GO means that, no matter how difficult the puzzle, you always have plenty of time to take in the surroundings and plan your next course of action. For $5, it’s a steal that will last you a couple of afternoons, more so if you decide to hunt down all of the collectibles. Like most puzzle games, there isn’t much in the way of replayability.

Regardless, Lara Croft GO is a gem proving the potential of mobile gaming that leaves you begging for more.

Score: A+ – No regrets

Additional notes – I deliberately left out any mention of the in-app purchases since they are mostly useless. For $4.99 you can unlock the puzzle solutions, which is pointless because walkthroughs exist for free. The game also sells a $1.99 pack of 3 costumes, purely cosmetic and ultimately pointless. 

Black Desert Online Previews Ninja/Kunoichi Classes


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Black Desert Online is previewing its July 20th update, introducing the ninja and kunoichi classes as announced by Kakao Games (Formerly Daum). The update also introduces a skill addon system, allowing attacks to be customized with up to two effects.

Prior to this update on the 20th, Black Desert Online players will see the launch of node and siege warfare on July 17th. Patch notes are available on the main forums.

The Ninja is an agile close-quarters combatant. With dashes, aerial skills, and even teleportation, Ninjas can get up close to their opponents alarmingly fast. Designed to land precise, deadly strikes, both the Ninja and Kunoichi can conceal themselves until the time is right. When in a tight spot, Ninjas can also make use of stun and debuff techniques to regain the upper hand.

The Kunoichi fights in much the same style as the Ninja but specializes in deflecting attacks with her trusty Kunai. A defensive force to be reckoned with, the Kunoichi uses her sharp senses to execute perfectly timed blocks before landing devastating counterattacks.