Beta Perspective: Criticism of the Avatar


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Shroud of the Avatar starts you out as the corporeal form of the Avatar, an individual who has been summoned to Brittania time and time again to save the world from impending destruction. You meet with Lady British, who tells you that even her husband has returned to deal with evil forces threatening the land.

Lord British is here too? Great, I can’t wait to see how the guy completely ignores me and leaves me with absolutely none of his nation’s wealth to tackle the problem that he’s let fester for the last however many years. The dude’s been a total waste of space for most of the Ultima series, and didn’t even bother showing up for the embarrassing display that was Ultima Forever, although Garriott was long gone by the time that embarrassment of a game was released.

After building your character and answering the Oracle’s questions, you go through the Moon Gate and immediately find yourself in a village that was just ravaged by elves. You come across a dying knight who asks you to take an amulet to Brigid in Resolute. Along the way, you pick up items and figure out how to wield a sword and strike a test dummy.

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If there’s one thing I constantly hope that the gaming industry would take away from Richard Garriot’s games, it is to show even a modicum of the respect that Garriot has for role playing and building worlds. I’m talking about putting in more effort than just designing an enemy and plonking him down on a field and calling it a day.

There are numerous areas just in the tutorial zone that you are likely to completely miss out on if you try to power your way through it. For instance, did you know that it is possible to find a healer who tries to cure the wounded soldier? It is, but unless you bypass the gate and head down another path, then talk to the guy and get on the subject of the dead and dying, you’d never know. He can’t save the soldier, but the game appreciates you taking the effort and rewards you as such.

It’s the little things that make the game that much more real feeling. You don’t know anyone’s name until you ask them or they tell you, and generally they won’t right away. Sure, you can weasel your way around the system by clicking on buzzwords or grunting your comments like a caveman, but if you want to dive into the world and type “what is your name?” you can. You won’t learn everything by following the underlined words, so you eventually have to play along if you want things like quests.

Now let’s talk about difficulty.

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Are you kidding me? I’m not even out of the tutorial zone and already I’m getting my ass handed to me because the game decided it was high time to throw me into a three on one cluster f-you know, I’m not going to let this discourage me. This wouldn’t be an Ultima game if it didn’t start you out completely ill-equipped for the most basic task at hand. I need to get back into the mentality of RPGs where you need to git gud or get out, and having the game eat your lunch and then stab you in the face with your own fork is exactly the message the game needs to send to players that they aren’t screwing around.

Is it frustrating? Absolutely, but it makes the reward all the sweeter when you’re forced to put in work towards it. That said, nothing will make you smash your keyboard quite like that feeling when you see your attack miss, then miss, then miss, miss again, miss a fifth time, miss, miss, miss, and finally hit two damage only to miss, miss, miss, miss, you get the picture.

But push come to shove, Shroud of the Avatar overshoots Difficult Lane and lands right in the middle of BS Valley. In short: enemies are too densely packed and take too long to kill in respect to how fast they respawn. And to top it off, enemies just seem to waltz in from random areas of the map. You’ll be fighting two archers only to have a wolf and two random other bandits just rush in and start attacking you. So you start taking them out but by the time you finish the guys you killed earlier have respawned and joined the fight again. It’s a never ending cycle in some spots!

Experience in Shroud of the Avatar comes from a pool system. By killing enemies and completing quests you add to the experience pool that then goes toward leveling up skills as you use them. So yes, you do have to quest in Shroud of the Avatar in order to level up. The higher level the skill, the more it will draw from the pool in order to level up. In order to level up efficiently, you’re going to have to put locks on skills and decide where your priorities lie.

So it might come as a bit of surprise when I sum this up by saying that I love this game and my enjoyment is getting higher as I play. The more you fight, the better you get, the higher your stats, and the more punishment you can take out and withstand. Considering how much time I’ve invested into just the first area, I feel like this is going to be a very, very long game.

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Digital Homicide’s Business Destroyed, Lawsuit Against Steam Users Ends


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The lawsuit by James Romine against 100 unknown Steam users has come to an end. A few days ago, Romine filed a motion for extension of time or dismissal without prejudice, effectively asking the court to either grant him more time or to kill the case until a future date. The reason, as stated in the documents, is as such:

“Upon filing this case, per advice of the local sheriff who could not help me or my business with a massive ARS-13-2921 criminal harassment problem on an Internet Store front and via email, the Plaintiffs business was destroyed completely financially disabling The Plaintiff, destroying usability of all current work effort, and untold other damages.”

If you haven’t been keeping track, Valve responded to a submitted subpoena by terminating their business agreement with Digital Homicide, citing hostility toward customers as a primary reason. As a result, Digital Homicide lost access to a platform that holds at least 70% of the PC gaming community. As such, according to documents filed with the clerk on 9/27, Romine is unable to afford the cost of serving the defendants in said Steam case. Romine had initially asked for either a 90 day suspension or a refund of filing fees and a dismissal without prejudice, which would allow the case to be pursued at a later date.

The court, under the Honorable Stephen M. McNamee, has approved decision #2 and dismissed the case without prejudice. As of September 30th, the case has been terminated. MMO Fallout will update should the case be renewed in the future.

Randy Pitchford Denies “Reckless” Battleborn F2P Rumors


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Gearbox head Randy Pitchford has denied “reckless” rumors that Battleborn is going free to play, following a report by Kotaku.

While there are no plans to make Battleborn free to play, Pitchford later confirmed that the game will have a limited free trial at some point in the coming months. Until that point, which is not until months from now, Gearbox has committed to continuing to release DLC and continue to support the game as it exists.

Battleborn has slipped hard on PC, with 657 people playing at peak concurrency over the past 30 days or so. The details of Battleborn’s free trial will no doubt be revealed in the months to come.

(Source: Twitter)

Neverwinter: Sea of Moving Ice Launches November 8th


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Perfect World Entertainment has announced that Sea of Moving Ice, the followup to Neverwinter’s latest expansion Storm King’s Thunder, will launch November 8th. Picking up where Storm King’s Thunder left off, Sea of Moving Ice will see players sent to take on Jarl Storvald, a new villain who threatens to cover the land in a permanent winter.

Sail the seas in your new boat, see what new fish you can catch from the icy depths, discover parts of a treasure map, and hunt down pieces of the new artifact weapons.

Sea of Moving Ice hits shore on November 8th. For more information, check out the official website.

Akaneiro Appears To Be Dead, Customer Support Closed


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ARPG Akaneiro is offline and Spicy Horse Games has shut down, at least that’s how it appears if you have tried to play their games recently. Users attempting to log into Akaneiro are finding that the servers are not responding, and neither is Spicy Horse’s customer support, who are auto-responding to support tickets with the following message:

We regret to inform you that the Customer Support area for Spicy Horse Games is now closed as we shift away from F2P mobile games. To be clear though, The Gate, Critter Academy, Chains of Darkness, Heroes of Night and Akaneiro WILL continue to remain online for the foreseeable future, but there will be no further customer support or assistance for these games. We will however we will continue to monitor the servers and reboot them as and when needed.

Evidently not. As it turns out, Spicy Horse Games shut down way back in July, when founder American McGee announced that he would be retiring to his sailboat.

10 years, 10 games, tons of wonderful memories. The Shanghai studio of Spicy Horse Games is closing its doors. The company itself will remain intact, and we’ll continue to operate existing games online. At our peak, during development of Alice: Madness Returns, the studio contained 85+ people. These days we’re down to just 6, and it feels like a good time for a radical shift. I’m going to turn my focus to indie development and will continue to publish small titles under the Spicy Horse brand. Much of this work will be done in a challenging new environment – aboard my sailboat, bobbing around the S.E. Asia region.

Is Akaneiro down for good or has American simply forgotten to check the server status for the past few days? We’ll have to wait to find out.

Jagex Plays Pivotal Role In New Publicly Listed Games Company


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Back in July, I reported that Jagex had been acquired by Chinese investors, and that the deal would mean the formation of a new company. Today, Jagex has finally unveiled that the acquisition is moving forward and that the new publicly listed company will be called Zhongji Holding. Rod Cousens, who took over as CEO after the departure of Mark Gerhard, will continue his role as CEO, Chairman, and member of the Board of Directors for the foreseeable future.

“Zhongji Holding has great ambition in the gaming space and Jagex is at the forefront of its charge. China is the biggest gaming market in the world and Zhongji Holding’s motivation in the sector will prove a compelling proposition for other gaming businesses seeking access to the region. While an integral part of Zhongji Holding’s plans, Jagex’s operations remain unchanged and its business as usual for our games, players and our employees.”

Also revealed in this statement is that Jagex’s 2015 revenues hit an all time high of $88.4 million with $36.1 million in profits.

(Source: Jagex Press Release)

MU Legend Beta Starts October 25th


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The first global closed beta test for MU Legend is set to begin later in October, according to MMO developer/publisher Webzen. The successor to MU Online, MU Legend features hack and slash combat with four classes.

Richard Moon, Head of Global Business at WEBZEN, commented: “We are happy to finally be able to give players a first look into a brand-new chapter for the continent of MU, a world that millions of players around the globe have cared deeply about for over a decade. We are inviting players to take part in the first closed beta test in order to help us build upon our vision for MU Legend.” He continued: “This beta test brings us one step closer to delivering a new generation of MU to the global audience. We cannot wait to welcome players to our test servers.”

Beta keys will be available via various media websites, probably including MMO Fallout.

Hi-Rez Studios Announces $150,000 Paladins Tournament


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Paladins has had a massive response, and Hi-Rez Studios has wasted no time in announcing the first major tournament with a grand prize that could only be described as…grand. Teams from Brazil, North America, Europe, Latin America, Australia/New Zealand, and China will all compete over $150 grand from January 5th through the 8th, with 8 teams battling it out to see who makes it to the finals and walks off with that sweet cheddar.

“The Paladins Open Beta had an explosive first weekend with well over 100,000 new accounts created in the first 24 hours”,  said Todd Harris, Hi-Rez Studios co-founder and COO. “We’ve also seen a very strong interest in Paladins from competitive players and esports organizations worldwide and are therefore extending the Paladins Invitational to include more regions and more teams”

More information on the tournament can be found at http://www.hirezexpo.com/

[Not Massive] Capcom Quickly Rolls Back Malware Rootkit In Street Fighter V


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Capcom very quickly rolled back an update to Street Fighter V on PC meant to curb cheating on the platform. The update introduced a rootkit that, according to tech savvy users, includes a vulnerability that grants kernel-level privileges to any installed application. Capcom.sys shuts off crucial security defenses on the computer before running whatever instructions are given to it, before turning those protections back on. In short, it’s a fully open back door for hackers.

We are in the process of rolling back the security measures added to the PC version of Street Fighter V. After the rollback process to the PC version, all new content from the September update will still be available to players. We apologize for the inconvenience and will have an update on the time-frame for the PC rollback solution soon.

It is important to note that the update does not uninstall the driver if it is present, but merely no longer installs it. A user on Reddit has already offered a couple of methods of detecting and removing the driver.

Rootkits of this type are not just harmful for users, they can also be a massive liability for the companies that install them. Sony has paid out millions to settle various lawsuits over the BMG rootkit scandal from more than ten years ago that saw countless computers infected thanks to anti-piracy software on Sony music CD’s.

(Source: Steam)

Rant: The Miserable Experience of Paladins


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I’m writing this while viewing my profile page on Paladins, the latest title by Hi-Rez Studios and something of a cross between a MOBA and modern day Team Fortress 2. It’s a pretty simple concept, one that has been in beta for the better part of the last year. Two teams fight over control of a capture point, with the winner then escorting a payload to the other team’s side.

Your character is customized outside of the match using a collectible card game style “deck” as well as inside the match by buying MOBA-esque items that boost certain stats. It is a popular game, well received by the Steam community with an 84% positive rating, and by all means it is turning out to be a solid game.

But after playing for nearly five hours and never winning a single match, Paladins has been the most miserable experience I have had with a game in recent memory. Not frustrating, miserable. A losing streak in Overwatch is frustrating, being perpetually locked out of my online banking because customer support is rubbish is frustrating. Paladins is miserable, it’s like a delicious slice of pizza that comes out of the oven only for someone to immediately walk all over it.

If you haven’t played Paladins, the primary focus of the game is on objectives. You have to capture the point in order to raise the payload and you must escort the payload in order to successfully deliver said payload. Killing the enemy and not dying to the enemy is a big part of this, however you’ll notice that at no point does killstreak or kill/death/assist ratio come into play in the terms of victory.

This is Hi-Rez’s fault, according to the forums and Reddit community. The game gives too little point incentive to focus on the objective, outside of the obvious winning/losing the match. So my experience with Paladins hasn’t been miserable on account of losing every match, but the moments where I die and watch my team clear out the capture zone, only for all four of them to completely ignore the objective and run off individually to be picked off so the enemy team can waltz right in and take the capture point.

The misery of yet another 0-4 loss because more than half of the team did not bother at all to play the objective. It’s like I’m back in little league soccer, playing on a team of kids who don’t want to be there and don’t give a crap. This isn’t the same problem that I have with standard MOBAs, where public matches are a crapshoot of random people who don’t really know how to play a game where five people are supposed to be juggling three lanes and a jungle area. That’s a complicated game to consistently get five random people to work together on. Paladins is not that complicated.

And I’d be remiss if I didn’t say this: I played a couple more games before finishing this piece off and, you know what? I lost. My team lost, but it was a very long game because both teams were fighting their best and the capture point was in a constant state of overtime as the bodies piled up and nobody seemed to be able to get an advantage. We lost 3-4, but we put on a hell of a show. The second game, I won, but it wasn’t fun. This time I wound up on the winning team, watching as none of the players on the other team even bothered approaching the capture point over the course of the match. That isn’t fun either.

One other thing I will say about Paladins is that the community is hell of a lot better than those I’ve encountered in MOBAs, SMITE included. Despite our heavy losses, I haven’t seen a single rage quit, nobody went afk in protest, and there wasn’t any trolling going on in chat. Barring this one, exceptionally major issue with people constantly not playing to the objective, I think Paladins will be the kind of game that could even give Overwatch a run for its money. It is, for all intent and purpose, exactly the fantasy spiritual sequel to Global Agenda that I always wanted.

Otherwise I have no opinion on the matter.